Re: Perfect Campaign Rules
From: Brian Bell <brian.bell@a...>
Date: Sun, 05 Apr 1998 14:48:59 +0100
Subject: Re: Perfect Campaign Rules
--Quote--
II. Age of Steam. Late Nineteenth Century. Quick communication to
planets (Hyper-Telegraph?) but slow to ships. Huge planet bound
communicators become a key target for raids.
This one's my choice - for no particular reason, except that I think it
makes for a more layered, interesting strategic system. Gives an actual
reason to 'waste' fleet points on courier ships, when they're manifestly
useless in any fight...
--Unquote--
I also like this technology level. I usually add FTL communicaitons with
a limited range (10 light minutes) using a tachyon laser or some other
PSB. This way ships can coordinate fire and tatical information but not
call for reinforcements.
I also do not allow ships to "hover" in hyperspace (ala B5). I make
hyperspace such that ships need to spend energy to avoid going faster
toward some other constant. Think hyper inertia: objects in motion tend
to increase in velocity. Or I make Jump Drives that spend NO time in
transit.
--
Brian Bell
brian.bell@axom.com
The Full Thrust Ship Registry
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