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High Guard is like Magic: The Gathering

Still, the combat mechanics of HG are BADLY incompatible with decent roleplay interaction with the mechanics. Car Wars did better.

HG as is is almost play-skill-less. Adding mayday movement rules only adds a certain modicum of player-playing-skill.

And in neither case does the use of HG interface well with characters. MT-HG tried (and IMO, mostly failed) to rectify that issue, but still has the lack of playing-skill issues.

Of course, I think Battlestations! is the height of RPG Starship Combat Game Design even if it is highly unrealistic.
 
Still, the combat mechanics of HG are BADLY incompatible with decent roleplay interaction with the mechanics. Car Wars did better.

HG as is is almost play-skill-less. Adding mayday movement rules only adds a certain modicum of player-playing-skill.

And in neither case does the use of HG interface well with characters. MT-HG tried (and IMO, mostly failed) to rectify that issue, but still has the lack of playing-skill issues.

Of course, I think Battlestations! is the height of RPG Starship Combat Game Design even if it is highly unrealistic.
 
Originally posted by Aramis:
Still, the combat mechanics of HG are BADLY incompatible with decent roleplay interaction with the mechanics. Car Wars did better.

HG as is is almost play-skill-less. Adding mayday movement rules only adds a certain modicum of player-playing-skill.
Yes, this is the big advantage of LBB2 over HG: it is player-centric in both mechanics and scale. And when range-bands are used, one of its two major flaws is solved. Only the turret problem remains (one roll per weapon = a LOT of rolls for any well-armed sizable ship), as well as the lesser diversity of LBB2 designs when compared to HG.
 
Originally posted by Aramis:
Still, the combat mechanics of HG are BADLY incompatible with decent roleplay interaction with the mechanics. Car Wars did better.

HG as is is almost play-skill-less. Adding mayday movement rules only adds a certain modicum of player-playing-skill.
Yes, this is the big advantage of LBB2 over HG: it is player-centric in both mechanics and scale. And when range-bands are used, one of its two major flaws is solved. Only the turret problem remains (one roll per weapon = a LOT of rolls for any well-armed sizable ship), as well as the lesser diversity of LBB2 designs when compared to HG.
 
Tragic: the Blathering.
file_28.gif
:mad: :(
 
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