From: Charles N. Choukalos <chuckc@b...>
Date: Thu, 03 Aug 2000 16:10:56 -0400
Subject: Re:Beth's survey.......
Beth,
a)movement system?
Cinematic, (usually on the floor: 6'x8' or so).... usually floating map
b)How long do they last?
2-3 hours of moaning, whining and generally complaining like pansies
about how much time it took to waste someone.....;)
turns: 4-6 for meeting engagements with 1/2 fleet left requirements
(note 1)
14-25 for till death do us part types of engagements.....
C)When we're enforcing our meeting engagement rules(see note1), usually a
couple more light ships (lt cruisers <) on loosing side are lost then the
winner. (We tend to target the small fry at range, with 1 viscious pass, and
then usually its an ftl out deal...)
If not, then we get a couple battle passes, then its always thrust advantaged
trying to get up the tail pipes of the other force. Usually not much is left.
The entire loosing force is wiped out, and the winners usually have just a
couple heavily damaged heavies left (sometimes a crippled but still effective
destroyer is floating around)
Note 1: Meeting Engagements
. Admirals must withdraw if loose more then 50% of forces. Admirals must start
moral checks when loose more then 25% of forces. If moral checks, all ships
roll a threshold check at current damage level. If fail, then ship will
attempt to withdraw at best "opportunity", and avoid making a close range
battle pass at all costs.... not necessarily flee immediately
If more then 1/2 of fleet fails, then entire force bugs out
asap (this is a route... every ship for themselves)
- Then when ever a ship takes damage, the ship most make a
moral check. All ships that fail moral are marked (and thus continue to fail
moral untill they ftl out...)
- a ship that has failed moral will still fight, but will not
make a close range battle pass or steer into enemy fleet if at all possible.
Additionaly, the ship must try to maintain its ability
to ftl out asap (Exception... if facing missle/ftr
opponents and close formation adaf is needed)... This usually means ships
seperate from each other (+6") and keep ftl working if at
all possible.. If any ship is down to its last row of hull, it will make best
speed to avoid contact with enemy and prepare to ftl
*Usually we don't see the route condition....... after the 1st battle pass one
side is usually rolling moral or below 50% left, and they just bug out. We
once had a battle where more then 50% of the loosing forces
were still on the board (about 30% lost ships), many ships were on their
last row of hull, and most of his fleet had taken a threshold or two. The
entire fleet routed on him... they ended up all getting wasted. all
because he should have left with his minor licks on the 1st pass, but instead
wanted to show Mark a lesson...... hum.... moral: never play with a newbie who
likes to spread his fire out, and you suck rolling
thresholds/damage control!
Chuck