Re: [GZG] FTL Jump in Tunnyverse
From: The Man in Black <mib.zero@g...>
Date: Fri, 30 Dec 2005 20:05:02 -1000
Subject: Re: [GZG] FTL Jump in Tunnyverse
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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 12/30/05, Fred
Schmidt <fcschmidt@prodigy.net> wrote:
>
> You can try incorporating something like the Starmada system for going
to
> FTL.
>
Hmm... Intriguing. Mahalo.
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.
>
Hmm... this doesn't model the Reimagined Galactica series very well
though... as the strategic situation is the Battlestar Galactica and a
bunch
of civilian ships. (although one ship in the rag tag fleet is armed with
missiles somehow, either jury rigged or an armed merchant, or maybe even
a
Pirate...)
> 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.
>
Hmm... and ships with better astrogation computers can get a bonus...
> 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).
>
Threshold roll on the FTL... you can blow out the Jump Drive. If the
Jump
Drive blows... ship takes 1d6 damage from the resulting explosion. Puny
or
heavily damaged ships could be destroyed.