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Re: Campaign tech levels (research approach) - (was: FTFB :Scenerio + Q?'s)

From: "Jared E Noble" <JNOBLE2@m...>
Date: Mon, 11 Jan 1999 09:59:14 -1000
Subject: Re: Campaign tech levels (research approach) - (was: FTFB :Scenerio + Q?'s)

Well, I don't think you can totally escape some paperwork, but what I
would
say is to spread your construction tech enhancements across 6-10
different
'fields' of construction, and give each one a rating.  String these
together to create a shipyard profile (like Traveller UWP).  Make each
upgrade take place linear (can't jump from 3 to 5 without passing
through
4).

Some possilbe categories:
Capacity - define set levels of shipyard capacity (in TMF)
FTL - FTL construction level (0=none,1=double mass, 2=normal, 3=1/2
mass,etc.)
Drive - Limit maximum
Beams - (0=none, 1=Double mass or limit to lvl-1, normal mass max lvl-2,
etc.
Fighter construction - (0=none, 1=normal,attack,interceptor, torp
2=Fast,LR,heavy,etc.)
  *blatant plug for my modular fighter construction rules- make theses
levels equate to Eff levels 4,5, etc.

By doing this well it should be quick and easy to compare a ship design
with a shipyard to determine if it can be constructed or repaired there.
If you can do everything but one system, go ahead and do the rest, then
get
your ship to the ship yard that can do that missing system and finish
the
job.

As an easier alternative (though less flavorful) just define your
construction technology across your empire.  If you allow damage to
shipyards, then damaged shipyards cannot do anything, or have a reduced
capacity, or limit them just to repairs, or whatever.  Keep the 'upgrade
shipyards' step in implementing the technology - make it a one-time cost
per tech increase that automatically affects all yards.

Jared Noble

Donald Hosford <hosford.donald@acd.net> on 01/10/99 07:08:47 PM

Please respond to gzg-l@CSUA.Berkeley.EDU

To:   gzg-l@CSUA.Berkeley.EDU
cc:    (bcc: Jared E Noble/AAI/ARCO)
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

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