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RE: [DS] Points system (fresh)

From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Thu, 4 Apr 2002 09:38:33 -0500
Subject: RE: [DS] Points system (fresh)

OK (you asked for it)...

I agree with Adrian, there should be 2 point systems: Tactical and
Strategic. Tactiacl would be for individual battles. Strategic would
take
into consideration required tech, time to build, cost, transport,
maintenance, unit speed, etc.

Tactiacl:

Size: Size should be kept. It provides for a base to the targeting
signature
and capacity. Size itself should not have a cost.

Movement: Points based on movement. Movement does not provide any combat
advantage (until you get to 15" and can do evasive maneuvers), so it
should
not have a multiplying cost. Various movement types should have a
multiplier
(hand-wave example: tracks are 1.0, GEV 0.8, Wheeled 0.7, Grav 1.2,
Amphibious 1.1, VTOL 2.0, Aerospace 3.0, etc.)

Signature: Signature value should be based on the die type and include
such
things as stealth. Signature should be based on size and anything that
increases the signature die should cost capacity.

Armor: Armor should have a set value. It should take capacity. 

ECM/PDS: Each of these should have a set value. Both should take
capacity.
Then ECM/PDS should be averaged with Armor to get a protection value.

Protection: The protection value should be the sum of 2 values: 1) Armor
multiplied by signature value 2) Armor mutiplied by the ECM/PDS value. 

FCS: FCS should take capacity. It be a multiplier (based on the die
type)
with Strength and Chit Validity.

Fire Power: FP point cost should be a sum of FCS Value * Strength Value
*
Chit Validity Value * Range Value for each of the 3 ranges (if only 1
range,
multiply the FCS Value * Strength Value * Chit Validity Value * Range
Value
* 3). Capacity should be based of the final value of FP. Indirect should
have an additional multiplier. Area effect should have an additional
multiplier. 

Strength: The basic strength of a gun (class) should have a set value.

Chit Validity: Each chit validity (or die type) should have a set value.

Range: Range should be a value based on actual range of a given range
band. 

Special abilities (bridge-laying, artillery designation, area air
defense,
command and control, etc. should have set costs and capacity).

Capacity: In additon to the above, cargo/passenger capacity should add
to
the point costs.

Strategic:
Strategic value takes the Tactical point costs and applies multipliers.

Tech: Tech levels can have a number of effects.
 - Capacity: A high tech level could provide miniaturization and
increase
the maximum capacity for a given vehicle size. This should have a set
value
for the GZG universe, but be variable for alien species and other
universes.
 - FP Limits: Tech level could limit FP values or kinds of weapons.
(i.e.
cannot field strength 5 double all validity 60" range weapons). 
 - Movement: Example: not having Grav drives.

Carrying Capacity: This size and number of vehicles that can be carried.

Drop Capacity: (can a vehicle be dropped from)
 - Space
 - Air

-----
Brian Bell
-----

-----Original Message-----
From: Beth.Fulton@csiro.au [mailto:Beth.Fulton@csiro.au]
Sent: Wednesday, April 03, 2002 20:17
To: gzg-l@csua.berkeley.edu
Subject: [DS] Points system (fresh)

G'day,

It's always dangerous to ask such questions, but just out of
curiosity....

All caveats etc aside, what would you like to see in a DS points system
(i.e. it doesn't have to resemble the existing one)?

Cheers

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