RE: [SGII] Alien seed
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Tue, 23 Mar 2004 13:05:13 +1100
Subject: RE: [SGII] Alien seed
How about setting it up as a pyramid scheme?
Lowest teir of command is always GREEN, next highest tier is BLUE, etc
Shuffling in a few YELLOW counters with the green may be OK, but I
wouldn't
recommend it.
RED
|
-------------
| |
ORANGE OR
| |
-------------
| | |
BLUE BL BL
| | |
-------------------
| | | |
GREEN GR GR GR
| | | |
-------------------------------
| | | | |
YELLOW YE YE YE YE
This makes a 10 unit force (15 unit if you include YELLOW units).
There must always be MORE of one quality than the next highest quality;
eg.
A 6 unit force has 3 GREEN, 2 BLUE and 1 ORANGE unit.
The commander ratings are allocated the same way (so for 10 units, there
would be 5 x 3's, 3 x 2's and 2 x 1's).
For purposes of TRANSFER ACTION, higher quality can transfer actions
only to
lower quality units OR they can transfer their quality to that unit.
If a
unit receives a higher quality than previously, they must spend a
RE-ORGANISE action to shake down the new command structure. If a unit
receives a lower quality than previously, there is no effect (as they
have
usually just activated anyway)
If a unit is completely DESTROYED, then the command structure must be
maintained (more lower quality than higher quality), so the player may
choose which units to downgrade in order to meet the command structure.
Doesn't require anymore paperwork (except being able to count).
Brendan
'Neath Southern Skies
> -----Original Message-----
> From: Beth.Fulton@csiro.au [SMTP:Beth.Fulton@csiro.au]
> Sent: Tuesday, March 23, 2004 10:49 AM
>
> > Then the player is able to upgrade some of his force's
> > quality and leadership counters according to the dictates
> > of the battle.
>
> Defiitely sounds worth pursuing as an alien idea! Having seen some
> invert colonies in action I have less of a problem with a hive mind
than
> Laserlight does ;)
>
> > For example, it could be that the player has a certain number of
blue,
> > orange and red counters of varying leadership. At the start of a
turn,
> > he can then substitute some squad's yellow counters for the vet and
> elite
> > types depending on where he thinks the extra quality is most
urgently
> needed.
> > This represents the hive mind 'personally' tuning in to that area of
> the battle
> > and directing those particular squads with all the force of its vast
> alien will.
>
>
>
>
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