From: | Mongoose <evamarie@**********.NET> |
---|---|
Subject: | Re: [OT] Crimson Skies |
Date: | Thu, 29 Oct 1998 12:51:45 -0600 |
> computer / simulation center game. FIT needs rules for their computer
> games too, yah know...
Of course, but those aren't necessarily the same as those for a boardgame.
Crimson Skies is a hex-based game so unless they're doing a hex-based game
on PC (which I doubt -- they're hardly flashy) many of the boardgame rules
simply wouldn't apply.
+++++++++++++++++++
They might very well still apply; how would the player know? The
animation / movement might be based on more "real world" physics, but that
"real world" could be "pixilated" into hexes for purpose of all combat
resolution; the computer could easily translate between the two. Or it
could just determine range / relative facing on the fly per RL physics,
but use the same EFFECTS as a hex game. Didn't Mike M. say that
"Assassin" would follow Shadowrun rules, where possible? Why wouldn't any
other game follow "paper rules"? It wouldn't have to, but having the
framework from a hex game would help the coders, I'd think.
From playing "Mechwarrior", my impresion was very much that the
computer was using Battle tech mech rules to track mech damage. It did
NOT seem to be using any of the "to hit" rules, though; hits seemed to go
were I aimed (except that even lazer "projectiles" moved so slow I had to
lead them), but there may have been some random factor.
Mongoose