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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Morrus" data-source="post: 5035164" data-attributes="member: 1"><p>Long, very enjoyable game session played! Same battle (fully stocked Galactica vs. Federation Cruiser and Flagship plus 5 Rebel Fighter Squadrons). This battle seems remarkably even every time we play it, which is good.</p><p> </p><p>The interface improvements made SUCH a massive difference. It made the game 1000% faster and easier to play. We were very pleased with them, although thought of a few minor tweaks to them. </p><p> </p><p>Observations from today's session:</p><p> </p><p>1) The new shields system is a million times better. It *feels* right.</p><p> </p><p>2) Damage track having things suddenly shut off at certain points does not feel right. There are big jumps - moving from one category to the next and suddenly having all sorts of stuff stop working is too much of a killer. Given that shields already had a built-in mechanism to drop after a battering, it also seemed redundant. We felt that Action Points, being the universal resource, were all that we needed to reduce (and Thrust). </p><p> </p><p>3) Along the lines of above, instead of defence grids suddenly shutting down, their efficacy should decrease like shields do. We felt we prefered some randomness/attack rolls in the defence grids anyway, rather than auto-damage.</p><p> </p><p>4) Fighters are maybe a tad <em>too</em> fast and nimble, being able to be pretty much wherever they like.</p><p> </p><p>5) Boarding is almost impossible with the matching speeds (and we decided that you couldn't instigate a boarding action while doing evasive maneuvers). </p><p> </p><p>6) When you do manage to get someone on board, combat unit fights are a pain. Tracking the HP of each unit, and which unit is fighting who was NOT a fast, stramlined aspect of play! We did agree that the 1 AP penalty for each enemy unit aboard was perfect.</p><p> </p><p>7) Every time we've played, it's come down to capital ships exploding and trying to take out other capital ships when they do. It gets kinda predictable. Also self-destruct/suicide maneuvers are too common.</p><p> </p><p>8) Heroes giving initiative bonuses are pretty useless!</p><p> </p><p>That sounds like a list of negatives, but there were SO many positives. At this stage it is a working, fun game which we feel is better than many other games we've played. It's all tweaking from here.</p></blockquote><p></p>
[QUOTE="Morrus, post: 5035164, member: 1"] Long, very enjoyable game session played! Same battle (fully stocked Galactica vs. Federation Cruiser and Flagship plus 5 Rebel Fighter Squadrons). This battle seems remarkably even every time we play it, which is good. The interface improvements made SUCH a massive difference. It made the game 1000% faster and easier to play. We were very pleased with them, although thought of a few minor tweaks to them. Observations from today's session: 1) The new shields system is a million times better. It *feels* right. 2) Damage track having things suddenly shut off at certain points does not feel right. There are big jumps - moving from one category to the next and suddenly having all sorts of stuff stop working is too much of a killer. Given that shields already had a built-in mechanism to drop after a battering, it also seemed redundant. We felt that Action Points, being the universal resource, were all that we needed to reduce (and Thrust). 3) Along the lines of above, instead of defence grids suddenly shutting down, their efficacy should decrease like shields do. We felt we prefered some randomness/attack rolls in the defence grids anyway, rather than auto-damage. 4) Fighters are maybe a tad [I]too[/I] fast and nimble, being able to be pretty much wherever they like. 5) Boarding is almost impossible with the matching speeds (and we decided that you couldn't instigate a boarding action while doing evasive maneuvers). 6) When you do manage to get someone on board, combat unit fights are a pain. Tracking the HP of each unit, and which unit is fighting who was NOT a fast, stramlined aspect of play! We did agree that the 1 AP penalty for each enemy unit aboard was perfect. 7) Every time we've played, it's come down to capital ships exploding and trying to take out other capital ships when they do. It gets kinda predictable. Also self-destruct/suicide maneuvers are too common. 8) Heroes giving initiative bonuses are pretty useless! That sounds like a list of negatives, but there were SO many positives. At this stage it is a working, fun game which we feel is better than many other games we've played. It's all tweaking from here. [/QUOTE]
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