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Tech Levels in FT/MT

From: "Mike Wikan" <mww@n...>
Date: Fri, 4 Apr 1997 05:56:39 -0500
Subject: Tech Levels in FT/MT

Our Campaign Tech levels are as such:

TL1: C Batt, Submunition Rack, Hulls up to Mass 22,
TL2: B Batt, Missile (Basic), Minelayers, Shield-1, Hulls to Mass 32, 
PDAF 
TL3: A Batt, Missile (EMP), Basic Fighters, Pulse Torpedo, 
Hulls to mass 50, ADAF, Needle Beams 
TL4: AA Megabatteries, Advanced Fighters, Wave Gun, Hull to mass 70, 
Missile (Needle)
TL5:Dual  Combination Fighters (ex:Fast-Heavy), Nova 
Cannon, Cloaks, Reflex fields, Any Hull size

Everyone started out at TL1 for setup with 10,000 points to build his 
entire fleet (including Orbital Shipyards/defenses) A player could 
pay a one time fee at startup to boost his tech level by paying 1,000 
credits per level (combined). So, for instance, if a player wanted to 
start at Tech 3 he paid 5,000 of his 10,000 startup money.(TL2-2,000 
+ TL3-3,000) Obviously, players only Buy advanced tech at startup 
after careful consideration. Every turn (month) players receive 1,000 
credits for his homeworld plus 300 credits per colony plus 100 
credits per outpost as revenue. the player then pays a flat fee of 
10% of the ship's build cost as a maintenance fee to support his 
fleet. In order to advance Tech levels during the game, a player pays 
an amount equal to the Tech level x 1,000 to advance and the Tech 
level becomes available after 1d6+TL months.
So far, it is working rather well !!
Mike Wikan
Game Design\Conceptual Art
n-Space, Inc.
A Producer of 3D Entertainment Products

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