Re: [GZG] John's Shipbuilding
From: Ground Zero Games <jon@g...>
Date: Thu, 19 Jan 2006 00:27:28 +0000
Subject: Re: [GZG] John's Shipbuilding
>On 1/18/06, Samuel Penn <sam@glendale.org.uk> wrote:
>> On Wednesday 18 January 2006 19:54, Brian B wrote:
>> > On 1/18/06, Grant A. Ladue <ladue@cse.buffalo.edu> wrote:
>> > > I agree, whether a *race* would surrender or abandon it's
ships is
>> > > more of a campaign or setting issue. I think that the issue of
whether
>> > > it's *possible* to surrender ships in battle is something we can
talk
>> > > about in general game terms.
>> > > What I'm getting at here is that the major problem for
surrendering
>> > > your damaged/sinking ship in modern times (WWI -> ) seems to be
>> > > communicating that surrender to the other side.
>> >
>> > A universally accepted pattern of strobe lights or "surrender
beacon"
>> > transmitters, similar to distress beacons?
>>
>> And then you come across a race that considers your distress beacons
>> an attack against their spirit Elders, so they target all your
>>escape pods...
>>
>
>Sure, if you want to be a jerk about it, I suppose you could come up
>with a similar objection to ANYTHING that could be suggested as a
>signal of surrender.
I think that was the point.... ;-)
If you're dealing with a hostile first-contact situation, the two
forces don't share any frame of reference at all; in this case,
surrender would (IMHO) be most unlikely - as someone has already
pointed out, you wouldn't even be sure the other side would have
compatible life-support for prisoners, even assuming they didn't just
use them to stock the galley stores.....
On t'other hand (oops, sorry, suddenly went all Northern there for a
moment), if the battle is between two human forces who both subscribe
to interstellar conventions and codes, there wouldn't be such a
problem.
Glad to see this has stimulated so much active list traffic, even if
the Gropos must be getting a little bored by now....! :-)
Jon (GZG)
>
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