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Re: BIG fleets.

From: Donald Hosford <Hosford.donald@a...>
Date: Thu, 18 Sep 1997 13:30:05 -0400
Subject: Re: BIG fleets.

Brian Burger wrote:
> 
> On Tue, 16 Sep 1997, Samuel Penn wrote:
> 
> > In message
<Pine.OSF.3.96.970915151230.3496A-100000@alpha1.csd.uwm.edu>
> >	      "<Mark Andrew Siefert>" <cthulhu@csd.uwm.edu> wrote:
> >
> > > Now LoGH fleets are
> > > BIG and are made up of hundreds or even thousands of individual
ships.
> > > The question is how to simulate this in FT.
> >
> > How about buying hundreds or thousands of ships, and using
> > a REALLY *BIG* table? :)
> >
> >
> > --
> > Be seeing you,
> > Sam.
> >
> funny man. you have hundreds and thousands of dollars to spend on
models,
> big tables and building a gym to hold them all...?
> 
> Seriously, you'd have to use some sort of multiplier to let one model
> represent dozens or more identical ships, and work out a system to
> accurately reflect damage conditions to those ships. A dozen little
> corvette-type ships won't take damage like one Superdreadnought, and
the
> rules would have to reflect that.
> 
> Maybe some sort of adaptation of the fighter-squadron rules in FT,
with
> counters on the model base to record losses.
> 
> Really successful rules of this system would get across the sheer mass
&
> firepower of hundreds/thousands of ships _without_ forcing us to cough
up
> for ridiculous numbers of ships...it's probably possible, but I'll
leave
> it to others...
> 
> Brian (burger00@camosun.bc.ca)

Sounds like a time to print counters.... You could still have one
counter represent a large number of ships.

Donald Hosford

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