From: Tom B <kaladorn@g...>
Date: Wed, 15 Dec 1999 16:49:45 -0500
Subject: Card Draws
Date: Wed, 15 Dec 1999 10:18:36 -0500 From: "David Reeves" <davidar@nortelnetworks.com> Subject: re: Card Draws and Fleet Admirals thomas, the only idea we have at the moment is to separate the cards (both sides combined) into piles according to crew quality. ** I suspect I dislike this option. Though it is interesting. It might be worth toying with. this seems to meet the design goal of better quality ships react faster, but the admiral also may influence the course of events when he feels the situation is critical. since this idea is fairly new to us, we have not playtested it too much (2 times). ** How much of reaction in FT is crew? I think a lot is computer. Humans decide strategy, set up contingency responses, computers implement them. That's just my opinion. I don't forsee gunners firing class-3s over open sights at ships thousands of kms away. Hence I'm not sure this isn't an overkill effect. i would like to hear your ideas on solving the crew quality part of this equation. maybe you already have a better solution. ** I have my own theories on crew quality which will be webified and list published soon. Where I think crew's factor in is: 1) Gunnery - they have better engagement and anti-evasion progs developed. I assume these need constant retailoring and that the crew quality has something to do here. Defensively, the opposite factor may play in - good crew have better evasion routines. 2) Damage Control - fixing and rerouting is a manual task and knowing what shortcuts work is experience. 3) Being able to overthrust without damage - pushing the limits of the ship. 4) Communications. 5) EW and Sensors. 6) Morale... very important. That's my guess for now. I will put out my actual suggestions sometime in the next week or two. ====================== Brian's (I think) post ====================== Limited Use: I would suggest providing a limited number of Admiral's Priviledge to the game. Perhaps give each Admiral a set number of tokens for Admiral's Priviledge (sorting through the deck to find a particular ship and fire it). Once the number of tokens is used up, the ships must be fired in the order drawn. You can also provide for the quality of the Admirals by giving a better Admiral more Admiral's Priviledge tokens. ** My idea was opposing admirals had a rating (1-5) and that was how many times a turn. Opposing admirals could either both draw (at the players discretion) or cancel and let the greater admiral take his normal number of exchanges modified down by the opposing admirals rating. This is the simplest. Crew Quality: If you have multiple decks or a specialized deck (such as Uno), you can add crew quality to the mix by adding multiple of the same card to the deck for higher quality ships. ** I like this one much better. It isn't a cut and dried "good fires first" but it allows excellent chances for better firing position for good crews. Green crewed get 1 card, Regular crewed ships get 2 cards, and Veteral crewed ships get 3 cards. ** Like SG2, I run five quality levels of crew. But for these purposes, I'd say... Untrained/Poorly Trained: always shoot last. when they are drawn from the normal deck, they are set aside face down in the order they occur. They do not fire at that time. When the firing deck is done, then flip this deck over and fire these ships in the order they were drawn. These rarely appear. Green: 1 card. Regular: 1 card. Veteran: 2 cards. Fire when the first one comes up, ignore the second. Elite: 2 cards. This increases the chances of drawing a higher quality crew early in the game. When a Regular or Veteran crewed ship's card is drawn, the player may fire the ship or wait until the card is drawn again. ** The waiting idea is fine, though it seems pretty unlikely... except in odd situations.