Prev: RE: scenario ideas [Forwarded with concern] for discussion (but n ot on Abortion...) Next: RE: scenario ideas [Forwarded with concern] for discussion (but not on Abortion...)

Re: [FT] Operational game

From: "Laserlight" <laserlight@q...>
Date: Thu, 6 Feb 2003 00:10:27 -0500
Subject: Re: [FT] Operational game

Ok, rather than limit the "Close Blockade"-thru-"Hidden" spectrum to
the planet, let's make it applicable to each node in the system--eg
jump points, major centers of asteroid industry, etc. as well as the
planet(s).  So you might post a squadron in Close Blockade at the jump
point, or you might just post a recon corvette at Distant Raiding from
the point so you'll see what comes through.

(Although if you use a Nightvision class--MD13--you don't really have
to worry about anyone other than SV catching you).

(Side comment: what ship can go from velocity N --call it 200
mu/turn--to a dead stop in one turn?  Any SV ship that can hit Thrust
12--it makes a 12 point turn, so in this case it turns 180 degrees,
moves 100", turns back 180 degrees and moves to its original heading
and position.)

You could use the DRMs and results to give a table set up result, eg
Close Blockade actions might start at fairly slow speeds whereas
Distant Raiders actions would start out faster.  Someone elaborate
from there--I'll be offline until Sunday.

Prev: RE: scenario ideas [Forwarded with concern] for discussion (but n ot on Abortion...) Next: RE: scenario ideas [Forwarded with concern] for discussion (but not on Abortion...)