Originally posted by Starpilot:
</font><blockquote>quote:</font><hr />Originally posted by The Mink:
Shamefully I admit to owning a copy of brilliant lances.
Fun in it's own way, but not something I'm proud to have played.
Hmm. Why not? Brilliant Lances was an awesome game, IMHO.</font>[/QUOTE]I picked up a copy of Brilliant Lances at a local game convention. After looking it over, the game seem gratuitously complex. Maybe it was just the way it was laid out, but didn't look like the kind of game you can sit down and play in about 10 minutes.
I find that there is particular breed of game designer/player who feels that they have to simulate EVERY aspect of space combat. I know the fellow working on Attack Vector personally, and his rules take vector displacement, projectile trajectory, and even the rate at which radiation from nuclear weapons will kill off your crew into account.
Don't get me wrong. His rules are quite an achievement and they can be fun to play as long as you have fewer than two ships. However, there are moments where he could abstract many of the concepts to something a little more playable.
My first space combat experience was with Star Fleet Battles; a game I eventually ran away screaming from after my third game after a single impulse lasted 4 HOURS. Looking over the complete turn sequence chart (which believe is covers several pages) I'm surprised that in between ECM allocations and tractor auctions there isn't a phase for flush the ships toilets. (A phase the Klingon players can skip.
)
It was then I found Full Thrust: Fast, simple, and easy to modify to just about any setting. Even with the expansions featured in the Fleet Books, a game can become very detailed without becoming boring or frustrating as with other more complex space combat game.
I like it, and it's what I play today.
Later,
Mark A. Siefert