Hello all,
Pursuant to embarking upon my own campaign design, I am looking for some
feedback from full thrust campaigns that people have played in. How was
it set up, what did you like/dislike. What are your expectations when
you enter into a new campaign game? What set-ups seem to have the best
results? How could things have been better?
Best Wishes,
G'day Galen,
> Pursuant to embarking upon my own campaign design,
Much of this depends on what resources you have available (time and figure
wise), we played a relatively small campaign (fleet wise) as we were trying to
encourage the guys at the club that one had a fleet pack and nothing
more. We had a series of systems (dots on a map which represented sun +
associated planets) that mapped out jump routes (you could only jump two
hexes in a go and had to leave and land in a system hex). This worked quite
well as it formed choke points to be fought over, but you didn't have to be
worried about being hit from all 360 deg at once. Each system had a random
number of points allocated to it (between 20 and 200, IIRC) which you used in
each economic turn (every 4th campaign turn) to pay for new construction,
upgrades, major repairs and 15% fleet maintenance (I can send
you more precise details off-list if you want).
It was a lot of fun all up, but I'd say the two biggest downsides to the
campaign were (1) its victory conditions (hold 50% of the map), heaps of
people got knocked out or distracted before we got near that goal and
(2)
the build times, we were playing at the club so got in a turn a week so you
ended up building in almost real time (SDN taking about 32 weeks to
build!!!) - given its a wargame and things are going to die that was
probably too long.
Have fun
Beth