Anonymous wrote:And for the minority of the games it does slow down, I find it gives a better gaming experience.
Cool, I guess that's just a personal opinion then: you love it, I hate it: c'est la vie!
Most games have side specific (or fleet / army whatever) activation, so all 5 would go at the same time.
A better mechanic, IMHO, is the alternate unit activation found in Warzone / chronopia / vor etc, where sides take turns to actuvate and use one unit.
Ummm, doesn't the second sentence sort of negate the point made with the first one? It's precisely when all of the units on one side D)N'T move simultaneously that play slows down -- and when they DO move simultaneously, you get weirdnesses like an entire fleet being able to put themselves in an advantageous position simultaneously.
But, to each his own.[/quote]
Sorry, my bad...I was really unclear there (and I'm an english lit student: for shame!).
Basically, I was referring to the two main turn-sytems presnet in most TTG's; the "you go, I go" or the "alternate unit activation".
"You go, I go" is like Warhammer, 40K, BFG, and most large scale games. 1 side does all their movement, then does all their shooting, then anything else (CC, Psychics, rallying, whatever) then play passes to the other side, and theu do the same.
"Alternate unit activation" is found in smaller scale, skirmish style games, like Warzone, Chronopia, Void, Vor etc. 1 side activates 1 unit, moves, shoots, does everything with that unit, then play passes to the other side, who pick a unit and do the same. So on and so forth thill all units have gone once, then it's a new turn, start again.
There are some games which go for a sort of hybrid, 1 side does all its movement, other side does all its movement, 1 side does all its shooting, other side does all its shooting.
There are pro's and cons to all systems..."you go, I go" is very fast, and keeps the flow of the game well regulated. Downsides are it's extremely abstract and you have to sit there waiting for your opponent to finish which, if you don't have any active defense rolls to make, can be tedious, especially in big games.
"alternate unit activation" is perhaps a bit less abstract, and certainly makes for more tension and drama...but in large games it becomes muddy and confusing very quickly and will drastically slow down any large games.
The hybrid is more balanced, but as gamers tend to prefer one over the other, the hybrid satisfies no-one.
But I don't think one fleet moving simultaneously will have an overly detrimental effect on game balance; as long as movemement values will prevent perfect placing in turn one.
that's one thing I like about BFG (although it is inappropriate to B5); the ships weren't actually to scale as such, weaponry and repative speeds meant that they were attacking from really, really far away. The actual ship, for the purpose of contact and LOS was the center of the flying stand.
Of course, some gamers didn't like that, as they felt it was a fairly arbitrary way to deal with the miniatures.