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Re: dockyards

From: Hal Carmer <hal@b...>
Date: Fri, 6 Dec 1996 20:17:59 -0500
Subject: Re: dockyards

Regarding repair times...

  Just to get a feel for construction versus repair times, take the
actual
number of structure points that a craft gets.  Divide this into the
construction time of the ship.	Repair times should not exactly get to
the
same value (timewise) that actual construction would take.  Construction
involves setting up the "ribs" of the ship, and then building it out (or
in as the case may be).  On the other hand, it is true that a ship badly
damaged, can cost more to repair than to build a new unit, and
recommission the name...

NEW PROPOSAL: this may be used for the FT 3rd edition, or it may be used
as an optional rule...

Negative Damage boxes: it's really a carryover from the FASA game STAR
TREK, and it involves having a number of boxes beyond the normal
structural value, that determines the fate of a ship.  Damage equal to
Structure total does not "destroy" the ship, but has a chance of
destroying the ship.  Excess damage forces another "explosion" check.
Example: a ship with 7 structure points takes 7 points of damage.  It is
effectively "dead in the vacuum".  Under old rules, the ship blew up
then
and there.  What I propose doing is this: for turn that the ship takes
negative structure damage, it must roll 1d6.  If the negative structure
damage is equal to or greater than the 1d6 roll, the ship explodes. 
This
gives the crew a chance to abandon ship.  Also, ships that take damage
in
excess of normal structural levels, cost more to repair, and take longer
to repair.

Please note: this rule change makes no real difference to the "tactical"
feel of the game, but would have repercussions in a strategic game...

Hal

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