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Re: Just say no to bungee paratroopers.


>>Both these cases have the same problem.
>>
>>Time is being used twice, once by the transport and again by the
>> passengers.
>>
>>So the transport gets to use the entire time of the turn and then each
>>passenger gets a full turn.
>>
>>The fix is to count the transport's movement against the passengers as
>> well.
>>
>>So if the transport uses up half it's movement before launching a
>>passenger then the passenger has only half of its own movement remaining.
>
> I'm not sure I agree with that. Many games depend on this feature, see for
> example the Flattops game where the ability to launch an air strike after
> forward deployment of a carrier is important. The mplayer is also quite
> good at using this strategy.
>
> I rather think that it is the galaxy2 game that needs some fixes. It
> should
> be harder to capture planets, particularly if they are adequately
> defended.
> We could probably use some GDL tables from the advances game which is very
> much about defending important transports (in tha case cities).
>
> Hans

Just change the AI to run occupants first then the carrier so it does its
air strike, returns the aircraft and pulls out of range of the surface
forces.

-- 
Henry J. Cobb's Completely Unofficial list of GURPS Vehicle Builder fixes
and workarounds.  http://www.io.com/~hcobb/gurps/gvb_faq.txt


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