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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


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