RE: [GZG] Cruisers and Destroyers in the FT world
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Tue, 17 Jan 2006 11:55:42 +1100
Subject: RE: [GZG] Cruisers and Destroyers in the FT world
With regards to flag bridges, I tried incorporating that into my old
campaign set; using crew quality rules (for admirals as well as ships),
giving an initiative bonus/penalty made the investment for each squadron
worthwhile. I costs you a B-2 or similar, but well worth +1 initiative.
For campaign movement, I think the best compromise is buying multiple
FTL
systems. Each campaign turn, ships can move X distance times FTL
drives.
Or even allow ships with multiple FTL to "hit and run" by moving,
fighting
and then getting a strategic FTL move afterwards.
Gives long range raiders the chance to scout and run away if they
stumble
over a major fleet (of course if that fleet has cruisers of their own,
they
can still bring the raider to action; at the cost of separating the
fleet).
The 10% mass isn't a major cost around the cruiser sized ships (one or
two
guns), but you could build a "long range" SDN if you're willing to pay
the
tactical cost of all that mass.
Brendan
'Neath Southern Skies
> -----Original Message-----
> From: Thomas Barclay
> Sent: Tuesday, January 17, 2006 11:35 AM
> Subject: [GZG] Cruisers and Destroyers in the FT world
>
> This brings to mind another aspect of the campaign game which
> might trickle down into ship
> designs - allocating extra space for things like flag bridges
> for squadron command or
> allocating additional space for crew comfort and supplies and
> fuel to allow longer
> cruising operations. These are things which should show up as
> a few cargo spaces or the
> like on long-distance commerce or penetration raiders, but we
> don't have any designs that
> look this way right now officially.
>
> TomB
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