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You can try incorporating something like the
Starmada system for going to FTL.
If you go to FTL and leave the game, your opponent
gets 1/2 victory points for the ship. Not as advantageous as trying to
stick around the whole game unless the ship is really crippled and actually in
jeopardy of being destroyed.
To go FTL, you declare at the end of the turn you
wish to jump. You then roll a die. That amount is added to the
ship's running total. At the end of each turn, you roll for the ship
again. When the total gets to 10, the ship immediately
jumps. This is usually going to take atleast 3 turns... only 2 if you
are lucky, sometimes alot more. You can stop the process if you wish, but
the total then goes to zero.
You can attempt to hasten the jump by rolling 2
dice for a ship, but if either die comes up a six, there is a malfunction and
the total goes back to zero, plus the ship takes a hull hit (there are less hull
boxes in Starmada, so that is pretty devastating. You may want to come up
with something pretty devastating for FT.. perhaps an internal damage
check).
FTL fighter groups jump on a straight D6 roll of
5-6.
Fred
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