RE: [ft] simple campaign system
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 16 Dec 1999 17:04:14 +1100
Subject: RE: [ft] simple campaign system
Repairwise, that's what I had in mind.
WIth maintainance, years wouldn't normally come into this, as you want
to
finish playing a campaign within about 10-14 weeks. Players attention
spans
don't last much longer than this without needing a change.
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: Thursday, December 16, 1999 3:43 PM
>
> >Ships can also be repaired at any construction facility. The cost is
> 10%
> >per damage row of the ship's base cost. Destroyed ships cannot be
> repaired
> >(obviously).
>
> How about:
> 1st row totals 10% of ship original cost, 2nd row 20%, 3rd row 30%,
> 4th row 40%. You can, if you like, divide that again by hull boxes,
> so a ship with 5 hull in the first row would cost 2% to repair if it
> lost 1 box. A ship which has lost all its hull isn't necessarily
> vaporized, just not worth repairing.
>
> Maintenance:
> Cost is .5% per month for the first 5 years, 1% per month for ships
> age 6 to 15, 1.5% from 16 to 25, and so forth. You'd have incentive
> to scrap your ships around 25-30 years old.
> There's no point bothering with this in a short campaign where you
> assume everything is build the day before the campaign begins. I
> think you should (to be realistic) start the campaign with 20 years'
> worth of ships and perhaps a bit lower monthly income.