RE: Campaign
From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Wed, 22 Aug 2001 07:30:08 -0400
Subject: RE: Campaign
You might add two other "resource" to the list:
-Population
-Crew (Trained Personnel)
Thus you get:
M - Minerals
V - Volatiles
E - Energy
P - Population
C - Crew
It would only take V+M+E+P to get 1 MCr. As a
location is attacked it looses P. A newly
acquired system only gets 1/2 P for a set time.
When ships are built/armies recruited, the
amount of C is used to determine if there are
enough crew/soldiers to crew a ship/man a unit.
Crew may be transferred, but it requires the use
of a transport. It takes 2 P to produce 1 C.
C are created on a 1/2 year cycle. C represents
both quality and quantity of the crew, so you
can rush training to get more bodies, but the
quality suffers, thus the same amount of C.
A major military base in a system brings the ratio
of P to C to 1:1. But the military base is
assumed destroyed in any attack on the planet.
C can also represent the ground defense capability.
If a planet is lost, it has no C. C may not be
generated on the planet for a set amount of time
(x2 or x3 the amount of time it takes for the 1/2
P rating to return to full P).
-----
Brian Bell
-----
-----Original Message-----
From: Laserlight [mailto:laserlight@quixnet.net]
Sent: Wednesday, August 22, 2001 00:04
To: gzg-l@csua.berkeley.edu
Subject: Campaign
I think one of the things needed for a campaign is to decide whether
it's operational scale (turns of perhaps a day or a week), or more
strategic (turns of perhaps a month or a quarter, allows enough time
to carry out ground campaigns and build new ships).
For the latter, I was thinking of having three resources: volatiles,
minerals, and power; combine one each of V+M+P to get MCr. I've
mentioned this on-list before, as I recall.
Part two, though, is to allow players to decide where they want to get
their resources from:
Gas giant (eg volatiles at half price)
Habitable planet (eg volatiles free, power costs double)
Asteroids (eg minerals and power cost half, volatiles cost double)
This way you'd have reason for trade, and reason not to put all your