Full Thrust Java test list -- October 2005

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FTJava Campaign announcement



I am planning on running an FTJava "Campaign". I've talked to Jon,  
and it looks like FTJ in it's current incarnation can handle it.

This campaign will feature:
- 6 players (3 per side), each commanding around 2000 CPV of ships.  
(That's CPV, not NPV, which will make smaller ships less expensive,  
and larger ships more expensive).
- 3 "systems" per side each protected by a base station.
- Reinforcements during the game
- Cinematic movement
- Fog of war
- Sensor pods
- 3 day automatic turn cycling.
- Ship rolls

The campaign _won't_ feature
- hull repairs
- repairs of _destroyed_ systems
- replenishment of expendible munitions
   (These all require the GM to hack into the game file and alter  
things. )
- Aft arc fire

All forces (except reinforcements) will be on the map at the start of  
the game.  Opposing sides will start separated by 100-200 MU, and  
bases on the same side will be separated by 50-100 MU. This will be a  
_long_ campaign I expect it to go at the very least 50-70 turns, so  
be sure you're willing to stick it out. The object will be to capture  
or destroy all opposing forces or bases.

How can you help?
I need:
- 6 players.
- 6 2000 CPV fleets. These can be from any existing FT-Java force, or  
custom built (xml files required). You are advised to _not_ include  
ships that use fighters or expendable munitions, but it is your  
choice. You will probably want to include scout-type ships, to spy on  
the enemy and replace lost sensor pods.
- Once I have players and fleets, I'll show each the disposition of  
their systems and bases. The teams will tell me where they want their  
fleets located, and where they want to place their sensor pods.

With the holidays, it will take some time to set everything up, but  
the sooner we get started the better.


Zebrine Mango      (Noam Izenberg likes both zebras and mangoes. This  
gives him the best of both worlds.)







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    roger@nospam.firedrake.org
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