Message text WOW, what a message!
> Now I'm going to make a coupe of suggestions, I hope they are welcome
Suggestions are always welcome.
> Now if I get the rules right, however, a full turn of this game will > require all players to run through 9 different "notation phases"!!!
That's not correct and, with some changes everything can be handled in a single move decision. Consider this: (2-5) - Collision decisions will be handled entirely by the software (6-8) - boarding, grappling and ungrappling can be handled by forcing the player to decide in advance what to do in case of friendly and enemy collision (something like: avoid grappling with friend, try to grapple enemies, do not board enemies if grappled). (9) Firing will be carried out automatically to the nearest enemy ship. User can say something like: fire only if distance is < 7.
Many ideas, about how to speed up game, are taken from this PBEM site: http://www.e-boardgames.com/WoodenShips/woodenships_wsim0404Pirates.htm target='_blank'>http://www.e-boardgames.com/WoodenShips/woodenships_wsim0404Pirates.htm
> So it seems that to make the game playable, some minor changes must be made!
Yes, of course. We are trying to reduce this changes to the minimum. As for Blue Max, some changes were made, but very few.
----------------------------------------------------------------------------------------
> I'm thinking about collisions rules. I understand why you're running into big trouble...
Yes, your situation is quite complicated, but there are even worse cases. In any way, the rules used to determine the movements will be the folowing: 1. Ship entering in a new hex can never push out another ship already in that hex. 1a. Grappled ships will always block the other ships. 2. forward moving ships will win on turning ships (e.g. if I'm turning and you are going straight, you'll enter the hex) 3. Heaviest ship will enter the hex (heavier means the one with more guns). 4. Better crew ship will enter the hex 5. Random ship will enter the hex
But the real problem is deciding collision result of more than 2 ships!
> Another possibility, chain advances: how should I handle the case where three or more > ships are trying to advance in a circle? Do they all succeed, or don't they?
They will all succed, but if one fail (because of a fourth ship), all the other will.
Have (grappled) fun, your Webmasters. |
|
|