[Ogre] Re: Ogre-list Digest, Vol 7, Issue 15

Chris French csadn at ix.netcom.com
Sat Jan 1 01:07:28 CST 2005


----- Original Message ----- 
From: <ogre-list-request at sjgames.com>
> Message: 2
> Date: Thu, 30 Dec 2004 20:12:31 -0600
> From: "Douglas R. Pearson" <pearsond at odsgc.net>
> Subject: [Ogre] Re: Optional Ogre tread damage rule
>  And I agree, the "pre-game"
> aspect of it makes it especially attractive.

And *that*, O my brothers, is the point -- what bogs the game
down is having to do a lot of math *mid-game*. Take care of the
math beforehand, and one minimalizes the in-game bottlenecks.
> Message: 7
> Date: Fri, 31 Dec 2004 10:01:15 -0500
> From: Nocstar <nocstar at insightbb.com>
> Subject: MORGUE Units was Re: [Ogre] Mark VII scenario
> During its normal operations,
> possible future locations are discovered, recorded and monitored. When the
> time comes to relocate, due to either immediate threat or depletion of
> available resources, the Factory AI transforms the Factory into an MORGUE
> convoy consisting of the Mark VII OGRE with the AI, various "construction"
> and "tow" OGREs, resource transport OGREs, and a suitable number of combat
> OGREs of various types depending on the wealth and mental state of the AI.

This sounds like a "Vulcan" OGRE, reprogrammed for mining ops.
(See _GURPS OGRE_ for details -- its essentially an OGRE with
arms, and a load of drones of various sizes.) And if an OGRE has
seen _The Terminator_, and puts together a T-100 with a battlesuit,
watch the *&^%$#@! out.... :)

CF




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