Re: Tech Levels in FT/MT
From: davisje@z... (Jonathan Davis)
Date: Fri, 4 Apr 1997 14:09:42 -0500
Subject: Re: Tech Levels in FT/MT
> Mike Wikan wrote:
>
> 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 !!
It sounds like a fun system to use. (Keep It Simple Stupid) It still
offers individual designs, but without the elaborate economics of other
campaign systems I've seen posted.
How many players did you have involved in this campaign? What kinds of
initial starting numbers of planets, colonies, outposts did you have
per player?
Jon Davis
davisje@crd.ge.com