Re: Federation Admiral Public Update
Posted: Thu Jul 28, 2016 5:14 pm
Steve Cole may be making major changes to the FASCAR system for Federation Admiral as well:
"Yesterday I emailed the FedAdm combat system to the playtesters so they could start working on it. The first reports indicate that it is very luck dependent, with die rolls producing from 10 to 60 damage points by/on a 100-point fleet. In contrast, the F&E combat system varies only from 20 to 35 damage points. This may indicate that we need to rework the system, or not. I just really hate games where a lucky die roll trumps strategy and tactics. "
He really hates games with lucky die rolls. I wonder if he's played this game called Federation Commander, where a heavy weapon doing 16 damage and charged over two turns has a 33% chance of missing from 3 hexes away.
Either way, narrowing the range of combat to what 25% its potential is now? As he's suggesting doing will what, make battles 400% more predictable and about 300% longer as ships will take 1/3rd less damage.
Also note that he's only taking serious notice of how the combat system works AFTER he's emailed it out to playtesters and AFTER he's already changed all of the ship combat values. I dunno about you guys but if I'm planning to release a game in 2-4 weeks, I will have understood in depth how combat works inside and out.
"Yesterday I emailed the FedAdm combat system to the playtesters so they could start working on it. The first reports indicate that it is very luck dependent, with die rolls producing from 10 to 60 damage points by/on a 100-point fleet. In contrast, the F&E combat system varies only from 20 to 35 damage points. This may indicate that we need to rework the system, or not. I just really hate games where a lucky die roll trumps strategy and tactics. "
He really hates games with lucky die rolls. I wonder if he's played this game called Federation Commander, where a heavy weapon doing 16 damage and charged over two turns has a 33% chance of missing from 3 hexes away.
Either way, narrowing the range of combat to what 25% its potential is now? As he's suggesting doing will what, make battles 400% more predictable and about 300% longer as ships will take 1/3rd less damage.
Also note that he's only taking serious notice of how the combat system works AFTER he's emailed it out to playtesters and AFTER he's already changed all of the ship combat values. I dunno about you guys but if I'm planning to release a game in 2-4 weeks, I will have understood in depth how combat works inside and out.