Re: [FT] Operational game
From: Brian Bilderback <greywanderer987@y...>
Date: Wed, 29 Jan 2003 15:55:03 -0800 (PST)
Subject: Re: [FT] Operational game
--- Laserlight <laserlight@quixnet.net> wrote:
> So what would induce an admiral to hold back some
> forces? Fear of an
> ambush is one; having a limited control span is
> another. What else?
How about these:
Standard maintenance & logistics problems:
ships must spend x amount of time in docks for
repairs, maintenance and resuply for every Y amount of
time on patrol; perhaps the annual budget of the power
only allows a limited amount of operational time per
ship, this would especially be true in the phase
shifting from peace to war
non-combat losses (here there be dragons, or black
holes, or whatever you want to say is out there to
hurt your ships besides other ships):
a random events chart that increases your risk of
accident the longer you're out; Varying modifiers to
amount of game turns it takes to FTL from any given
system to any other system (requires some sort of star
map for game)
fog of war (partially addressed in your fear of
ambush):
Don't make it a sure betthat either side will know
exactly who's hitting what where until it happens --
use double-blind games, referees, etc., as well as
multiple objectives for both sides.
civil unrest, morale issues etc.
=====
Qui me amat, amet et canis meum.
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