Re: [FT] Tech Levels
From: aebrain@a...
Date: Tue, 15 May 101 23:51:18 GMT
Subject: Re: [FT] Tech Levels
The most simple way of dealing with Tech Levels is to keep points costs
the
same, but decrease the effective mass.
So the (obsolete) Battleship "Ginormous", actual mass 100, might have
the same
effective mass and points costs as a "Furious" class medium cruiser, or
even a
Tacoma class destroyer. If you consider costs as being primarily for
play-
balance, then it's exactly right. If you consider them as being economic
costs,
just figure that the old stuff is all amortised. You can't build any new
ones
for the same cost, but the old infrastructure (spare parts stocks,
slipways
etc) is all paid for already.
I've posted this idea before on the list. It didn't exactly receive an
enthusiastic reception, but it does have the virtue of simplicity and
play
balance. For campaigns spread over several generations, where TL is
constantly
changing, the best way would be to keep costs per mass the same, and
then start
from say 3.0 x FT2 Mass per system through to 0.5 or so, with each TL
representing a 0.25 ( or 0.1 or whatever) change. And the easiest way of
doing
this would be to design your ship using FB2 as normal, then multiply the
mass
and cost by the appropriate factor.
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