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RE: [FT] Some ideas on crew quality (longish)

From: Charles Taylor <nerik@m...>
Date: Tue, 02 Jul 2002 18:55:09 +0100
Subject: RE: [FT] Some ideas on crew quality (longish)

In message <A8877251964B294BAB5BA1FC58B43FED613622@molly.tas.csiro.au>
	  Beth.Fulton@csiro.au wrote:

> G'day,
> 
> > Crew Quality uses the same descriptions as for Dirtside II:
> > Veteran (3)
> > Regular (2)
> > Green   (1)
> 
> I know you're going for simplicity, but just as a lark you could rate
some
> cargo hauler crews as 0 and crews of secret mission raider ships
(SG/FMA etc
> tie in) as 4 ;)

I have considered this.
>  
> > Potentially, crew quality could affect a large number of 
> > factors in the game, but, ATM, I'm restricting it to 
> > only a few effects:
> 
> I like you're morale roll and the way you've let quality modify
initiative
> rather than firing success (they're still effectively got the edge to
get in
> first and stuff, neat). I'll try and convince Derek to let us try it
in
> place of strike the colours in our next muck around to see how it
goes.

Thanks - it just seemed the simplest way to represent better crews in
FT.
> 
> > Alien Crew Quality
> > ==================
> >
> > Sa'Vasku ships are always considered regular, with average
commanders,
> > but get a +1 bonus to rallying rolls.
> 
> Given their descriptions in the books I'd be tempted (at least
occasionally)
> to give them veteran crews.

Which (theoretically) would push their cost up.
> 
> Cheers
> 
> Beth
> 
Thanks,

Charles


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