Re: Perfect Campaign Rules
From: "Oerjan Ohlson" <oerjan.ohlson@n...>
Date: Mon, 6 Apr 1998 16:41:10 +0200
Subject: Re: Perfect Campaign Rules
Nathan wrote:
> I too like this method, and I've been tinkering with some campaign
rules
to
> use it. The biggest problem I've had dealing with it is the actual
> playability of it.
>
> Let's say you've got a moderated campaign game with Admiral X and
Admiral
Y.
> Admiral X attacks Admiral Y's fleet A in an area where he has no FTL
comm
> (other than courier ships). Admiral Y sends a courier for help to
fleet
B
> which is several turns away. How does one keep Admiral Y from taking
> actions with fleet B (or other units) that would work to his advantage
in
a
> situation that fleet B doesn't technically know about yet?
>
> I'm very curious to see how others have tackled this one.
Standard Starfire procedure:
* All fleets must have orders to move anywhere. If they don't have
orders,
they
aren't allowed to move on the strategic scale.
* Orders can be given by
- Imperial Command Centers (district capitals, whatever)
- Experienced Admirals (who are reasonably confident that the
court-martial for
breaking the orders won't convict them if their actions prove
beneficiary)
* Orders can be changed once per month, unless a report (usually of an
enemy
attack) arrives at the order-giving authority (in which case new
orders
can be
issued immediately). (Each Strategic Turn in Starfire is one month; it
is
sub-
divided into shorter turns.) The moderator/Space Master is authorised
to
countermand non-sensical orders - like, for instance, sending fleet B
on
"training
excercises" to the system attacked by Admiral X prior to the arrival
of
Admiral Y's
couriers, if the attack occurs just before the end of one strategic
turn
(thus
making these new orders possible).
Basically, this problem is one of the reasons to have a Space Master...
Oerjan Ohlson
"Life is like a sewer.
What you get out of it, depends on what you put into it."
- Hen3ry