From: kj@p... (Karl G. Johnson)
Date: Fri, 9 May 1997 23:37:57 -0400
Subject: Re: Arms Race
> Certainly an arms race is realistic, if you're portraying the passing Quoting from my conversion rules for my campaign system below. Maybe this can be used as a starting point for the above: All listed Systems are available to players at start (assuming a starting TL of one): · Class A, B, and C Batteries · Level One Screens · Fighters (basic rules) · PDAF · ADAF · FireCon · Submunition Packs · Mines/Minesweepers · Passive/Active Sensors (basic rules) · Normal Missiles · DCP · Individual ECM systems · Orbital Bombardment Each FT weapon not listed here counts as 1/2 of a TL benefit except as detailed below (in other words, if you decide to upgrade only tactical weapon systems, you could choose four non- listed systems instead of just two upon reaching TL 2). Other Restrictions A. Screens Player must have/choose level Two Screens before choosing Level 3 Screens. B. Reflex Field Counts as a full TL benefit and may not be chosen unless the player has Level 3 Screen Technology available. C. Sensors Players must have/choose Enhanced Sensors before choosing Superior Sensors. D. Cloaking Counts as a full TL benefit. Players must have Superior Sensors before choosing Cloaking. E. Nova Cannon Counts as a full TL benefit and may only be chosen if the Wave Gun was chosen previously. F. Fighters Each type of Advanced/Specialized fighter is chosen separately - they do not come as a package. Depending on the time scale of your campaign setting, you could assign a cumulative % chance of increasing Tech Levels by turn (for a 1 week/turn game, I'd suggest a 3% chance per turn, percentage die roll equal to or less than current% chance). Provisions could also be made for using only vanilla ships for the first 'x' number of turns, introducing player designs at randomized intervals. KJ "War is too important to be left to the politicians." - Col. Jack D. Ripper, Dr. Strangelove