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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Morrus" data-source="post: 5054828" data-attributes="member: 1"><p>Nope. Sick bays can repair combat units (and, later when I write it, heroes). Engineers repair systems.</p><p> </p><p></p><p> </p><p>At the moment, a single roll to repair completely. However it hasn't been playtested yet (we have a session on Thursday) so we'll be seeing how that works out.</p><p> </p><p></p><p> </p><p>Yup. Otherwise intensifying doesn't create an advantage.</p><p> </p><p></p><p> </p><p>It's slotted into the turn sequence near the beginning of the book. At least, it is in the copy I have - hopefully the latest version is uploaded!</p><p> </p><p> </p><p> </p><p> </p><p>Oh yes! Seeing fighters trying to curve in without crossing into another arc was fun!</p><p> </p><p></p><p> </p><p>You would, yeah. Transporters are simply far too powerful otherwise.</p><p> </p><p></p><p> </p><p>That's right. Sentence needs removing.</p><p> </p><p></p><p> </p><p>Yup. </p><p> </p><p></p><p> </p><p>We simply turn the counter over. The <em>player </em>knows where the ship is (although his ship tecnically doesn't until it gets that sensor lock), although he still ahs to make a difficult sensor lock to even try firing at it. We did consider removing the counter from the board like some other games do, but we find it so clumsy.</p><p> </p><p> </p><p></p><p> </p><p>Boarding proved absolutely impossible, so we're looking at lowering the requirements. At present you have to be within 3 of its speed and don't have to match direction. We'll see how that works out.l</p><p> </p><p></p><p> </p><p>It seemed to work out about right in the one playtest we did. But we'll keep testing it.</p><p> </p><p> </p><p></p><p> </p><p>That's right.</p><p> </p><p></p><p> </p><p>At present, yes, that's correct.</p><p> </p><p></p><p> </p><p>That is true, and is something which came up. We've proposed a couple of fixes:</p><p> </p><p>1) Repair facilities can't be damaged; or</p><p>2) Damaged repair facilities can repair themselves but nothing else.</p><p> </p><p></p><p> </p><p>Yup. Although we find that they mainly end up doing (3).</p></blockquote><p></p>
[QUOTE="Morrus, post: 5054828, member: 1"] Nope. Sick bays can repair combat units (and, later when I write it, heroes). Engineers repair systems. At the moment, a single roll to repair completely. However it hasn't been playtested yet (we have a session on Thursday) so we'll be seeing how that works out. Yup. Otherwise intensifying doesn't create an advantage. It's slotted into the turn sequence near the beginning of the book. At least, it is in the copy I have - hopefully the latest version is uploaded! Oh yes! Seeing fighters trying to curve in without crossing into another arc was fun! You would, yeah. Transporters are simply far too powerful otherwise. That's right. Sentence needs removing. Yup. We simply turn the counter over. The [I]player [/I]knows where the ship is (although his ship tecnically doesn't until it gets that sensor lock), although he still ahs to make a difficult sensor lock to even try firing at it. We did consider removing the counter from the board like some other games do, but we find it so clumsy. Boarding proved absolutely impossible, so we're looking at lowering the requirements. At present you have to be within 3 of its speed and don't have to match direction. We'll see how that works out.l It seemed to work out about right in the one playtest we did. But we'll keep testing it. That's right. At present, yes, that's correct. That is true, and is something which came up. We've proposed a couple of fixes: 1) Repair facilities can't be damaged; or 2) Damaged repair facilities can repair themselves but nothing else. Yup. Although we find that they mainly end up doing (3). [/QUOTE]
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