GZG List archives -- December 2005

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Re: [GZG] FTL Jump in Tunnyverse



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
 
----- Original Message -----
Sent: Friday, December 30, 2005 3:31 PM
Subject: Re: [GZG] FTL Jump in Tunnyverse

For my current project of simulating the new Battlestar Galactica with Full Thrust, the insta-jump drives seen on the show gives the Armchair Admiral in me a real headache. You can't really force battles because anyone at a disadvantage simply jumps away to safety. The only way to have a real battle is to strike strategically valuable targets, like an Asteroid rich in Tylium, or inhabited planets. The rest of the battles would be one or two turn potshot ambushes that always end with a hasty escape... perfect for a refugee fleet, but entirely unsatisfactory for a tactical wargame.
 
What the Cylons need to do is invent an Interdictor field like what the Star Wars Empire has. But that would spell doom for the Rag Tag Fleet, so it's dramatically inappropriate. Maybe there could be Teleport Beacons that would suck Jumps off course... or some kind of barrier like in the Last Starfighter.... I dunno.
 
The Man in Black is : Kenneth Scroggins
Novus Ordo Seclorum : Annuit Coeptus : E Pluribus Unum
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