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Star Trek Panic» Forums » Rules

Subject: Movement Question(s): Why not move the model, and why not flee? rss

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Chris Powell
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I just recently got this, so the answers will probably become apparent after a few more playthroughs, but I've been wondering:

1) What would be so wrong about moving the Enterprise model, instead of pushing tokens towards it? I mean, you'd have to imagine it's in a very small sector, and it would have to turn around when it reached the third "zone", but so what?

2) Why doesn't forward movement also pull away from enemies behind/to the side? At least the ones behind should "drift" backwards, to be realistic...
 
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Ultimately it would just lead to a very different game were most of the mechanics would need to be changed so much that that it would have hard to recognize it as a "Castle Panic" spin off.
Keep in mind that this is not a wholly unique game. It is a re-skin of Castle Panic with a few changes to better fit the Star Trek Theme.
Movement is meant to be very simple and is mostly to add variety to the missions.
 
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richard spangle
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I can wonder about the "Side" as well, and given that Cloaked ships drift, I can see that too.

as for the enemies behind, it is logical that they would not be pushed away as most of the species in Star Trek have the same or similar warp capacity as the Enterprise does.
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Chris Powell
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demonllama wrote:

as for the enemies behind, it is logical that they would not be pushed away as most of the species in Star Trek have the same or similar warp capacity as the Enterprise does.


Good point! Although I think they're travelling at Impulse
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richard spangle
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Darkhawk 2099 wrote:
demonllama wrote:

as for the enemies behind, it is logical that they would not be pushed away as most of the species in Star Trek have the same or similar warp capacity as the Enterprise does.
Good point! Although I think they're travelling at Impulse

in the original series, combat is conducted at warp speed (RE: Elaan of Troyius - where the damage to their dilithium crystals prevented them from using warp maneuvering power).
 
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Andrew Wolf
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Darkhawk 2099 wrote:
I just recently got this, so the answers will probably become apparent after a few more playthroughs, but I've been wondering:

1) What would be so wrong about moving the Enterprise model, instead of pushing tokens towards it? I mean, you'd have to imagine it's in a very small sector, and it would have to turn around when it reached the third "zone", but so what?

2) Why doesn't forward movement also pull away from enemies behind/to the side? At least the ones behind should "drift" backwards, to be realistic...


We experimented with what you describe in #2, and even though it would be more 'realistic', it was overly fiddly and cause a lot of confusion. In the end we felt it was better to keep it more simple. There's no reason you couldn't introduce a variant rule where threats on the sides moved to the rear, and rear threats moved farther away. It does mean those rear facings are going to get really crowded, and you are adding complexity to the game!

Andrew Wolf
Game Designer - USAopoly
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