RE: FW: campaigns
From: Win Baker <WinB@D...>
Date: Mon, 31 Mar 1997 11:20:34 -0500
Subject: RE: FW: campaigns
DSII provides an excellent way of playing out the planetary actions, but
in a pure FT campaign, the "dirtside" actions need to be abstracted so
as to not slow down the game play. Each side could start with a certain
number of points (as for the ships). These ground troops could then be
moved around from system to system by transports. Of course, this could
lead to a referee requirement "to keep people honest."
Win Barker
Imagineer
Solutions onQue
> ----------
> From: Rick Rutherford[SMTP:rickr@ss1.digex.net]
> Sent: Monday, March 31, 1997 9:42 AM
> To: FTGZG-L@bolton.ac.uk
> Subject: Re: FW: campaigns
>
> On Sun, 30 Mar 1997, Eric Fialkowski wrote:
> > One way that I thought about enforcing auxillary ships was instead
> of just
> > taking over the spaceways is to have to assualt the planet itself.
> HIGHLY
> > abstract rules for planetary assaults could be modified from the
> boarding
> > party rules. The defender could by extra troops to fortify his
> planets.
> > The attacker would need troopships (maybe alot of troopships).
> These could
> > be military hulls (not very many of them) or they could be merchant
> hulls
> > (more but need support).
>
> Why not play them out using Dirtside II? :)
>
> --
> Rick Rutherford-------rickr@digex.net-------The above opinions are
> mine.
> "I've seen collisions on fire off the side of the ethernet LAN. I've
> seen
> CSU/DSU lights glitter in the dark near the router. All these things
> will
> be lost in time, like dropped packets. Time to die."
>