From: Jared E Noble <JNOBLE2@m...>
Date: Mon, 11 Jan 1999 09:59:14 -1000
Subject: Re: Campaign tech levels (research approach) - (was: FTFB :Scenerio + Q?'s)
Well, I don't think you can totally escape some paperwork, but what I would
say is to spread your construction tech enhancements across 6-10
different 'fields' of construction, and give each one a rating. String these
together to create a shipyard profile (like Traveller UWP). Make each upgrade
take place linear (can't jump from 3 to 5 without passing through
4).
Some possilbe categories:
Capacity - define set levels of shipyard capacity (in TMF)
FTL - FTL construction level (0=none,1=double mass, 2=normal, 3=1/2
mass,etc.)
Drive - Limit maximum
Beams - (0=none, 1=Double mass or limit to lvl-1, normal mass max lvl-2,
etc.
Fighter construction - (0=none, 1=normal,attack,interceptor, torp
2=Fast,LR,heavy,etc.)
*blatant plug for my modular fighter construction rules- make theses
levels equate to Eff levels 4,5, etc.
By doing this well it should be quick and easy to compare a ship design with a
shipyard to determine if it can be constructed or repaired there. If you can
do everything but one system, go ahead and do the rest, then get your ship to
the ship yard that can do that missing system and finish the job.
As an easier alternative (though less flavorful) just define your construction
technology across your empire. If you allow damage to shipyards, then damaged
shipyards cannot do anything, or have a reduced capacity, or limit them just
to repairs, or whatever. Keep the 'upgrade
shipyards' step in implementing the technology - make it a one-time cost
per tech increase that automatically affects all yards.
Jared Noble
Donald Hosford <hosford.donald@acd.net> on 01/10/99 07:08:47 PM
Please respond to gzg-l@CSUA.Berkeley.EDU
To: gzg-l@CSUA.Berkeley.EDU
cc: (bcc: Jared E Noble/AAI/ARCO)
Subject: Re: Campaign tech levels (research approach) - (was:
FTFB:Scenerio + Q?'s)
> Jared E Noble wrote:
> I think that the solution is to make it a multi-step process to