Prev: Re: [OT] Starguard web game starting up Next: Re: Suggestions and Advice Solicited!

Re: strike the colors rule

From: Glenn M Wilson <triphibious@j...>
Date: Tue, 02 Jan 2001 20:43:44 EST
Subject: Re: strike the colors rule

On Tue, 2 Jan 2001 19:04:27 -0800 "Laserlight" <laserlight@quixnet.net>
writes:
>> On Tue, 02 January 2001, GBailey@aol.com wrote:
>>
>> > No, no, a thousand times no. I hate this rule. This is not the
>> > wooden ships and iron men era. How many ships "struck their
>colors" in WW1 &
>> > WW2?
>
>I wouldn't necessarily play it as "stike" but I would have morale
>effects, at least as an option.  I'd make it about the same as a Core
>Systems roll--if the ship loses its morale and has a reasonable
>prospect of getting away, it tries to break contact.  In a campaign
>game with crew quality, I'd add or subtract a DRM based on the
>captain's rating, and allow an Admiral to try to rally his ships.  You
>could also put it situational modifiers--Desperate Defense of Home is
>more likely than Patrol The Spaceways to generate a "to-the-last-man"
>mentality.
>  This would be a convenient way to help balance campaign games, which
>otherwise tend towards "build ships, take the other guy's resources
>and build more ships" snowball effect.   As you take over more and
>more of the other guy's territory, his units keep increasing their
>willingness to stand fast, while yours keep getting more open to the
>idea of withdrawing.
>

A good campaign should have this as one of the factors involved (except
for 'to the hilt' hatreds...)

________________________________________________________________
GET INTERNET ACCESS FROM JUNO!
Juno offers FREE or PREMIUM Internet access for less!
Join Juno today!  For your FREE software, visit:
http://dl.www.juno.com/get/tagj.


Prev: Re: [OT] Starguard web game starting up Next: Re: Suggestions and Advice Solicited!