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Re: RE: FT Scenarios (was: Re: [GZG] Re: Points systems)

From: John Tailby <john_tailby@x...>
Date: Thu, 12 Jan 2006 15:09:55 +1300
Subject: Re: RE: FT Scenarios (was: Re: [GZG] Re: Points systems)


> 
Hi

Are people really going to want to play games where they are outpointed
5:1?

The Battlefleet gothic system have mission generators to define the type
of mission and then players agree a points value. (so that people can
use all of their ships if they want to).

Also the mission system has subplots that include things like rescue the
spy on one ship in the enemies fleet, gain a bonus for killing a
particular ship etc.

You could do this as an open mission or a secret mission with cards.

Some scenarios will nominate one player as the attacker and the defender
say in an assault on an installation. So you need to look at how that
might get factored in.

John

> From: Ground Zero Games <jon@gzg.com>
> >Gee, didn't I put that out there @ 10 (OMIGAWD) years ago?  I still
have the
> >word doc, though the website is long gone.
> >
> >Mike Brown
> 
> 
> Quite likely, Mike, since the Seastrike version was from about 30 
> years ago (mid 70s)... the idea has been around a long time.	;-)
> 
> It's always been a favourite of mine, I've just never (yet) got round 
> to actually using it in a published product!
> 
> If you've still got the file, care to repost it?
> 
> Jon (GZG)
> 
> >
> >-----Original Message-----
> >From: gzg-l-bounces+mwsaber6=msn.com@lists.csua.berkeley.edu
> >[mailto:gzg-l-bounces+mwsaber6=msn.com@lists.csua.berkeley.edu] On
Behalf Of
> >Ground Zero Games
> >Sent: Wednesday, January 11, 2006 5:19 PM
> >To: gzg-l@lists.csua.berkeley.edu
> >Subject: FT Scenarios (was: Re: [GZG] Re: Points systems)
> >
> >Just chipping in on the whole scenario/victory conditions issue, I
> >have always felt that one of the best systems (and a possible one to
> >use "officially" for Ft in the future) is the randomly-drawn scenario
> >card set-up, used to such good effect way back in "Seastrike" and
> >much copied since (notably in Brilliant Lances etc): each player
> >draws a card giving them a mission objective, a force level budget,
> >victory conditions and any special conditions attached.  The player
> >does not know what card his opponent has drawn.
> >
> >To use this sort of idea for FT, we could require each player to
> >bring along X CPV of ships of his choice; the force level given by
> >the objective card then specifies how much (as a %) of this force he
> >can actually put on the table for the game - so 50% means not more
> >than 50% of the total fleet CPV, IN FULL SHIPS of course (so if he's
> >put 60% of his points into one uber-dreadnought, he's stuffed - it's
> >been recalled by Fleet Command, and he can only field the remaining
> >40% of smaller stuff!).
> >We might have cards ranging from "Major fleet attack - destroy or
> >drive off 50% of enemy ships, forces available 100%", right down to
> >"you have minimal forces available for a limited strike, objective is
> >to destroy or cripple any ONE enemy ship of MASS 50 or greater (or
> >his largest ship if all below 50 mass), forces available 20%", plus a
> >lot of others in between.....
> >Then, if you want to introduce odd variables like the "Crown Prince
> >is a junior officer on a CL, if you lose the ship he is on you lose
> >the battle", as a supplementary condition on a scenario card, then
> >that's fine - but you'll also have a main objective to fulfil, and
> >your opponent will have his own objective - if, in trying to complete
> >his own mission, he happens to destroy that CL, that's the way it
> >goes. Of course, if you keep that one CL hanging back out of harm's
> >way, the opponent may well get suspicious and send a fast squadron
> >round your flank to pick it off.....  ;-)
> >
> >Jon (GZG)
> >_______________________________________________
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