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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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