Re: [GZG] FTL Jump in Tunnyverse
From: "Fred Schmidt" <fcschmidt@p...>
Date: Fri, 30 Dec 2005 19:58:33 -0800
Subject: Re: [GZG] FTL Jump in Tunnyverse
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Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lYou can try
incorporating something like the Starmada system for going to FTL.
If you go to FTL and leave the game, your opponent gets 1/2 victory
points for the ship. Not as advantageous as trying to stick around the
whole game unless the ship is really crippled and actually in jeopardy
of being destroyed.
To go FTL, you declare at the end of the turn you wish to jump. You
then roll a die. That amount is added to the ship's running total. At
the end of each turn, you roll for the ship again. When the total gets
to 10, the ship immediately jumps. This is usually going to take
atleast 3 turns... only 2 if you are lucky, sometimes alot more. You
can stop the process if you wish, but the total then goes to zero.
You can attempt to hasten the jump by rolling 2 dice for a ship, but if
either die comes up a six, there is a malfunction and the total goes
back to zero, plus the ship takes a hull hit (there are less hull boxes
in Starmada, so that is pretty devastating. You may want to come up
with something pretty devastating for FT.. perhaps an internal damage
check).
FTL fighter groups jump on a straight D6 roll of 5-6.
Fred
----- Original Message -----
From: The Man in Black
To: gzg-l@lists.csua.berkeley.edu
Sent: Friday, December 30, 2005 3:31 PM
Subject: Re: [GZG] FTL Jump in Tunnyverse
For my current project of simulating the new Battlestar Galactica with
Full Thrust, the insta-jump drives seen on the show gives the Armchair
Admiral in me a real headache. You can't really force battles because
anyone at a disadvantage simply jumps away to safety. The only way to
have a real battle is to strike strategically valuable targets, like an
Asteroid rich in Tylium, or inhabited planets. The rest of the battles
would be one or two turn potshot ambushes that always end with a hasty
escape... perfect for a refugee fleet, but entirely unsatisfactory for a
tactical wargame.
What the Cylons need to do is invent an Interdictor field like what
the Star Wars Empire has. But that would spell doom for the Rag Tag
Fleet, so it's dramatically inappropriate. Maybe there could be Teleport
Beacons that would suck Jumps off course... or some kind of barrier like
in the Last Starfighter.... I dunno.
The Man in Black is : Kenneth Scroggins
Novus Ordo Seclorum : Annuit Coeptus : E Pluribus Unum
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http://home.hawaii.rr.com/maninblack/dg.html
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