Thread: Counterstrike
View Single Post
Old April 7th, 2005, 05:14 PM
robject's Avatar
robject robject is offline
Join Date: Mar 2002
Posts: 13,933
Gallery : 9
Visit robject's Blog
robject has disabled reputation

Jeffr0, while we're brainstorming, let me work off of your ideas above.

Setting the MULE concept aside for a moment, can an economic game be so organized that 'score' is implicit in the positions and potentials of the counters on the map/gameboard?

And how can one represent transport lines without becoming overwhelmed with maintenance tasks or cluttering up the map with tokens? Can they be assumed to exist between two nearby planetary systems with the required offices?

I'm asking both of those questions because I'm trying to figure out how to minimize or remove bookkeeping from the game.

I'm seeing two levels of game detail here: interplanetary and planetary/insystem. The "Land War" maps -- probably standard Traveller planet maps, eh? -- ought to be usable for the planetary/insystem level of detail.
Imperiallines magazine
My Helpful Stuff for Traveller5
IMTU tc+ t5++ 3i(+) au ls+ / OTU 44% an+ dt+ ge- j- jf+ n- pi+ pp+ tr+ tv- uwp+ xb+
Tools Link
Reply With Quote