Re: Campaign tech levels (research approach) - (was: FTFB:Scenerio + Q?'s)
From: Donald Hosford <hosford.donald@a...>
Date: Mon, 11 Jan 1999 00:08:47 -0500
Subject: Re: Campaign tech levels (research approach) - (was: FTFB:Scenerio + Q?'s)
Jared E Noble wrote:
> I think that the solution is to make it a multi-step process to
implement
> the technology. First research it, as in the chart. Then refit
> construction yards (a 1 or 2 month process), then begin construction
or
> refits on actual ships. If you place a maximum of how many
construction
> points can be allocated to an individual ship each turn, then fighters
may
> be built in a single turn, while larger ships have a natural slowdown.
> Another benefit is that different shipyards have different
capabilities.
> Your home yards may have recently upgraded to building class-3 beams,
while
> an outlying shipyard still can only build class-2. So you prioritize
what
> gets built where, adding much more flavor. The same holds true for
> repairs. Maybe your ship/repair yard near the front lines can't
handle
> pulse torps - so if you want to repair a ship that has had it's pulse
torps
> destroyed, you might be forced to install something else, instead
(perhaps
> your only p-torps yard has gotten toasted...)
>
> Anyway, that's probably enough rambling for now.
>
> Jared Noble
I like this idea! But on second thought, you would have to keep track
of which
shipyards you have upgraded to which technology.... I think this would
work
for games with a small scope (ie not more than a few dozen stars).
Could there
be a way around the extra paperwork, (assuming no computer aids...)?
Donald Hosford