Re: BIG fleets.
From: Donald Hosford <Hosford.donald@a...>
Date: Thu, 18 Sep 1997 13:36:09 -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)
An idea just resurfaced in my mind....In Task Force's Nexus magazine,
there was a starfire artical for handling large fleets. What they used
was a probability table (IE if you fire 20 beams, x% will hit.) You
rolled to hit like normal, and index the roll, with the number of
weapons, and the table told you how many hit. It still needed you to
have stats on ALL of the ships.
Donald Hosford.