Prev: Re:IF & needles Next: GZG and the Science Fiction War Game thing was Re: 15mm SG Minis???

RE: FT_Command & control

From: "Andrew Apter" <andya@s...>
Date: Fri, 26 Jan 2001 09:46:44 -0500
Subject: RE: FT_Command & control

In a more basic game mechanics approach, a command bridge should allow a
group of ships to fire as a unit. This would allow a group of small
ships to
fire as one ship gaining an initiative advantage. If the ship with the
command bridge is distroyed the ships fire separately. Command rating
would
give the number and kinds of ships that can be added to a task force. A
Distroyer Leader can not command a curiser and other such details would
needed to be stated.
Andy

-----Original Message-----
From: owner-gzg-l@lists.CSUA.Berkeley.EDU
[mailto:owner-gzg-l@lists.CSUA.Berkeley.EDU]On Behalf Of Richard and
Emily Bell
Sent: Thursday, January 25, 2001 6:01 PM
To: gzg-l@csua.berkeley.edu
Subject: Re: FT_Command & control

I actually think that if you are going to model command and control, you
should assign each ship a command rating (equal to it crew factor) and a
flag
plot adds to the rating (+5) for each point of mass (the actual numbers
can
be
hammered out later).  A fleet can write one set of orders for each point
of
command rating of the flagship.  Additional ships are "attached" to a
ship
with written orders, and execute those orders.	The groupings are set at
the
start of the battle and are only changed when the flag is changed due to
damage (due to the new ship having a lower rating), or the group leader
is
hulked.

This proposal will adequitely reflect the problems of coordinating large


Prev: Re:IF & needles Next: GZG and the Science Fiction War Game thing was Re: 15mm SG Minis???