[FT]: re: Fleet Engagements (Morale)
From: "David Reeves" <davidar@n...>
Date: Wed, 17 Nov 1999 10:23:07 -0500
Subject: [FT]: re: Fleet Engagements (Morale)
this also brings up what i feel is a missing element in most fleet
battles -- morale. since the player is acting as a fleet
admiral, they only have partial control for how ship captains react
to changing orders or stressful, unexpected situations.
in our universe ships have a morale level that reflect the captain/crew
quality (which may go up or down in campaign games). morale levels
may be purchased like other ship components. when the ship
reaches the 25%, 50% and 75% damage level, a morale roll is required.
also, the first turn of surprise situations, the ambushed fleet makes
a morale roll. the fleet admiral may mitigate the rolled result by
causing a reroll. the fleet admiral has a limited number of rerolls
per game (ripped off from Battlefleet Gothic). failing a morale roll
causes a ship to retreat until rallied, or even FTL out! smaller forces
can hit a larger force and escape in the confusion, etc.
the above is a brief explanation of what our group has tried for morale.
the morale concept adds a fun unpredictability to the game and provides
more of a fleet admiral feel to FT. morale also causes players to think
about the quantity versus quality issue a little more as well. if
anyone
is interested, i will write up post our morale rules.
david