G Master wrote:
The rule of one and six - represents that chance in a
million shot, or the no matter how good you at
shooting you will miss from time to time.
Well then make it a chance in a million, not one chance in six. If an
ace faces a series of 13 untrained greens one by one (not a swam) ,
then (allow me some simplification) his chance of survival is (5/6)^13
= under 10%.
Trying to get the look and feel of Gundam in a Wargame
is hard to do. I think with MSGBSv2.0 I've come closer
with using the LOTR ruleset, because is allows for
individual actions and Heroes can indeed be very
heroic.
Well actually I was thinking in the context of first person simulation
games. But the nice thing about non-computer games (wargame, RPG,
card battle) is that the game rules are totally open. So one could
actually have a debate over things like rule of 1 & 6.
Anyhow the point is that there is really not a whole lot of overlap
between realism and "Gundam feel". So it's all probably just a
pointless exercise inside my head.
Problem being is capturing the essence of the suits,
the RX-78 Gundam comes across as fairly organic in its
relation to the environment. And as you can see from
the MSGBSv2.0 core rules I've not included it in the
main list as its giving me game balance problems.
It may well be the White Devil of the game...
Right! If we pretend (say) 0079 TV series (or take 08MST if you like,
just substitute Shiro) as true events. And then design a wargame or
sim around it, how do you deal with the hero of history?
Personally I don't like the concept of Hero, as in one who's born to
be heroic. I think Amuro is an ace in combat skills and Gunam is the
Tiger tank of WW2. But I wouldn't make up game rules to make
Amuro/Gundam "heroic". Ace pilots die all the time, and Tiger tanks
can be beaten. I strongly dislike Gundam War for inventing all kinds
of artificial rules (cards) to give characters like Amuro and Black
Tristar heroic powers.
As for game balance, hmm ok you have to understand I didn't fully
digest your website and I've never played your game. I think it's hmm
how to say, not very realistic to try to create game balance at a
small level. In most games, a "mission" coresponds to something on
the level of a skirmish in real life. Sometimes you see a major
battle recreated (more likely in RTS). Well in real life, most
skirmishes and a lot of battles are lopsided. Balance is not a
realistic concept! The most important teaching regarding battles in
Sun Tzu's Art of War is to avoid balance.
Yet to make a game worth playing you have to create some kind of
balance, so I did suggest that Gundam be allowed, make it strong but
not super powered. I.e. give it no more than 30% advantage over the
average Zeon suits (Dom?) in several categories (armor, range, HP
etc). But make Gundam costly to deploy (or to develop, to begin
with), e.g. at Odessa, Zeon can deply a large number of Goufs and more
than a few Doms all over the map, but Gundam can only be at one place
at a time. So Gundam may win every skirmish, but Zeon has a decent
chance to win the overall battle of Odessa.
Another way to create balance that's still a little realistic is to
change the mission objective, e.g. you could have a Zaku vs. Gunam one
on one match. Gundam's objective is to get pass this Zaku quickly,
Zaku's objective is to tie up Gundam in this pointless fight for 15
minutes. Because, there's a bigger picture, Zeon may launch a nuke at
the Fed's Odessa assualt formation and the lone Zaku's objective is to
run interference until the launch time.
Nicholas Paufler wrote:
[about UC Climax]
The mobile armours (GP-03, Byg Zam, etc) don't
have the lockon ability of normal MS, to compensate for their general
over-powered-ness, which is another example of that balance.
That is exactly the wrong way to create balance. How heavy would the
lockon computer weight? Let's say it weight a ton, well if lowly Zaku
II's are equipped why not supersized overpowered GP-03?
--
Dr. Core
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