Re: Capital Ships in Campeign Games
From: "Brian Bell" <pdga6560@c...>
Date: Thu, 27 Mar 1997 16:50:43 -0500
Subject: Re: Capital Ships in Campeign Games
The easiest way is to state that a ship uses a number of "support
points"
equal to it's tonnage each round (damaged or undamaged). Each
planet/system
that a player contols produces X number of support points per turn.
Repairs, new ship construction, etc. would cost agianst the "support
points". The points can (and should) be stockpiled. As you loose systems
the amount of "income" will increase or decrease. If you "go broke" you
must de-commission or mothball ships (at a safe harbor). A small deficit
(set beforehand) may be run up to get ships to friendly ports to be
"mothballed". If the deficit is overran, all ships in the fleet are at a
penalty (and have a penalty on moral).
While unrealistic, this makes bookeeping easy.
Brian Bell
---------- Reply Seperator -----------
> From: Joachim Heck - SunSoft <jheck@East.Sun.COM>
> To: FTGZG-L@bolton.ac.uk
> Subject: RE: Capital Ships in Campeign Games
> Date: Thursday, March 27, 1997 9:12 AM
> As far as getting merchants into it and in general coming up with a
> good way to automatically (by strategic movement or some such) produce
> a wide variety of tactical situations, we've had little luck. The
> campaign side of things seems to rapidly overcomplexify and no one
> wants to do the paperwork. Anyone got any ideas on how to streamline
> things on this end?