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Post by toaster on Oct 18, 2010 18:31:50 GMT -5
One niggle I had when reading through the rules was the difference between implied ground scales between 7 hexes for a planet and no stacking of fighters. I accepted it as a game balance effect and after a game I knew it worked well but the logical physics section of my brain get gnawing on it.
Today I came up with a concept, If the table is (as is often said to explain the figure to ground scale discrepancy) a representation of the admirals holo display why not assume that ground scale is variable and zooms in to show the detail of the action, this hexes containing ships or fighters are a km or so across whereas hexes on the other side of the table can be 1000's of km to help orientate you to your position in the system.
I know it makes no change to the game whatsoever but I feel that I've tucked away a loose end. Just don't try figuring out what the shifting scale does to ship speeds that's what you have all the extra computing power on a flagship for.
Robert
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Post by warchariot on Oct 18, 2010 22:08:46 GMT -5
I always play planets just off a board edge, that way it doesn't throw things off.
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Post by toaster on Oct 19, 2010 13:37:15 GMT -5
Thats one solution Larry but my favotite space battles are those from Startide Rising so I like to hve planets that you can slingshot around.
Robert
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Post by TheDreadnought on Oct 19, 2010 14:30:16 GMT -5
Robert - That's a great idea. At various point hexes were 10,000km to 30,000km. As more and more stuff got built into the system it became harder to reconcile everything. I think I just settled on a "loose" 10,000km, with the understanding that some things were just not going to fit right.
Did spend a lot of time thinking about scientific rationale for justifying the miniatures-based (and game balance) decision to preclude stacking. Never did come up with anything satisfying. But love your approach!
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