GZG List archives -- April 2006
Re: [GZG] [FT] Strategic Campaigns?
john tailby wrote:
In order to answer your questions you need to define some more parameters.
How much of the campaign do you want to be about the economics of
running an empire and how complex do you want that to be?
At one end of the scale you have an economic management game where the
winner is the one with the most money (Kind of like playing acquire but
then using the fleets to fight the takeovers) or are you looking for
something more like one of the big boardgames with lots of fleet counters.
Also what is the timescale your desired game? If turns are a few days or
weeks then you don't need to worry about building new ships,
introduction of new technologies or repairs because you won't have time
in your campaign to do much of these things.
If you have strategic turns of a year then you could build new ships,
introduce new technologies and ship classes and the drain on the economy
would be very important.
One thing that isn't discussed in the FT universe is how ships move
strategically. Are some ships faster in hyperspace or are all ship the
same? In our campaigns we have strategic speed proportional to main
drive rating. We found this gives people a good blend between the choice
of having a slower moving battlewagon and faster light ships.
Interesting to see where you want to draw the line.
Very good questions.
I see room for two types of strategic games.
One is the simplistic superficial kind who's
basic focus is to generate scenarios for
Full Thrust games.
The other would be an in-depth economic, production,
and perhaps technological research game, where
minor battles could be replaced by a simplistic
non-miniatures combat resolution and only
major battles fought with miniatures.
The first kind could be the short-timescale
game where there was no production of new ships
nor researching new technologies. The timescale
granularity would be determined by ship speed.
Probably find the distance between the closest
pair of stars, look at the slowest possible ship,
and set the scale so that ship can make that
transit in one turn.
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