Re: Card Draws and Fleet Admirals
From: Roger Books <books@m...>
Date: Wed, 15 Dec 1999 10:23:27 -0500 (EST)
Subject: Re: Card Draws and Fleet Admirals
On 15-Dec-99 at 10:16, David Reeves (davidar@nortelnetworks.com) wrote:
> i would like to hear your ideas on solving the crew quality part of
this
> equation. maybe you already have a better solution.
Leave the order of fire to random chance and the admiral like it is
now. If you really want to get GZGish use the crew quality just like
they do in all the other games.
Untrained - 4 inch range bands (have to be a 3rd rate power or
merchant ships)
Green - 6 inch range bands (Have to hit a ship during "workups" with a
new crew, maybe during a new classes first
combat.)
Average - 8 inche range bands
Veteran - 10 inch range bands
Elite - 12 inch range bands.
Barring this:
1st threshold must roll Q die, on a 1 system fails
2nd threshold must roll Q die, fails on a 1 or 2.
etc.
You could do the same thing for any roll that needs
a to hit or a morale roll.
Realize any of these will cause _major_ changes to
game play.
Roger