hamilton
Lieutenant Commander
Posts: 141
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Post by hamilton on Aug 23, 2011 12:08:54 GMT -5
Has anyone tried adding sideslip to the game? My SFB-loving friend thinks his maneuvering is hampered without it.
One of the things I love about CFB is that you don't need to track things between turns/impulses (like points of turn and slip), so I thought the easiest way would be to let a ship choose between using a maneuvering point of delta to either turn facing and move (as normal) or to perform a sideslip while moving forward.
What I'd like to know is if anyone has already tested sideslips and found them unworkable in the CBF rules?
So far, I haven't found a need to do house rules (which speaks volumes about the system!), and I always prefer to play by the book so that it is easier to teach new players and to play with others, but I do like the general idea of sideslips and what they can bring to the tactical picture.
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Post by dunadin777 on Aug 23, 2011 13:03:06 GMT -5
I'd guess that a more balanced rule of thumb would be one sideslip equals two turns if going into a forward slip or three (or four?) going into a rearward slip. That'd be closely equivalent to turning to face the hex and then turning back again.
I too want to look at doing something similar once my house-rules are done, but that's lower on my priority list--being new and all. First I want to make Seafort Saga, Halo, and Mass Effect fleetbooks, then I think I'll look at possibly adapting the rules to be grid-free.
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Post by TheDreadnought on Aug 23, 2011 14:04:35 GMT -5
I don't know that they'd be 'unworkable' but they certainly do make it a lot easier to maneuver.
. . . which I think would tend to reduce the fun of the game to be honest.
The essence of Colonial Battlefleet, is that you CAN'T do everything you want. Sometimes you can't turn fast enough. Sometimes you can't bring all your weapons to bear on the target. I think dealing with those challenges is what makes it fun.
But that's just me. If you like them, and they make the game more fun for you, go and and figure out something to include them. But just keep an eye on whether it makes things too easy for the player and less fun as a result.
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Post by warchariot on Aug 26, 2011 18:16:50 GMT -5
In MvM testing we look very quickly at side slip but didn't even report to Dread. We could avoid the biggest bunches of missiles just before they hit. Not all mind you, just the big stacks. It seemed odd to us to have a ship with one delta be able to move sideways when it can hardly turn.
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Post by urbanwarrior on Oct 1, 2012 14:20:29 GMT -5
I have to be honest, I have seen many campaigns die because ppl wanted to use some rule from their favorite game in another rules set. ... My SFB-loving friend thinks his maneuvering is hampered without it. ...
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Post by admiralgrafspee on Oct 2, 2012 18:11:50 GMT -5
Try using the 12pt bearing system. Sideslips really are just a tool to make up for lack of different headings in a 6pt bearing system.
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hamilton
Lieutenant Commander
Posts: 141
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Post by hamilton on Oct 2, 2012 22:45:49 GMT -5
I agree about 12 point helping to alleviate the need for sideslip, but I think I'd end up abandoning the hex grid completely rather than go to 12 point with funky forward movement and firing arcs on the vertex facings. Just my take, nothing against the concept.
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