RE: [ft] simple campaign system
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Wed, 15 Dec 1999 14:26:08 +1100
Subject: RE: [ft] simple campaign system
Maybe I should expand the explanation a bit.
The shipbuilding doesn't necessarily mean that a ship is built from the
keel
out in one turn (month), rather that there are several hulls under
construction simultaneously & ships are actually completed in that turn.
In
the homeworld shipyards, there could be 10 SDNs under construction
simultaneously, but only 1 is finished at a time & available for combat.
The point is to abstract shipbuilding out for fast & dirty campaign
games
with a minimum of record keeping. Also there are only so many ships an
economy can support without collapsing on itself (look at the PRH in HH.
Massive military spending & a welfare state has made them bankrupt for
decades).
Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu
> -----Original Message-----
> From: Laserlight [SMTP:laserlight@quixnet.net]
> Sent: Wednesday, December 15, 1999 1:55 PM
>
> >1. I wanted planets to be able to turn out 1 ship per turn, as
> >maintainance still puts an upper limit on building. The largest
>fleet a starting player can get is 20000 pts with no production
>available to replace losses.
> I'd say each _ship_ can be built at 10 MASS per month. Double cost
> means you can build at 15 MASS per month; triple cost means you can
> build at 20 MASS per month (and it does happen, I get Next Day Air
> orders for the Norfolk area shipyards all the time). You can have
> as many ships in the docks as you have capacity for. Note that space
> construction shouldn't be as limited as modern naval construction,
> since you don't need to take into account water depth, dry docks,
> tides, etc. Yeah, I know anybody can build a frigate--I'm thinking of
> CVA's and SSBN's.
>