Fleet Control System - Back on track (Was: Re: What the hell is this?) [long]

4 posts ยท Oct 29 1998 to Oct 30 1998

From: kx.henderson@q... (Kelvin)

Date: Fri, 30 Oct 1998 07:57:05 +1000 (EST)

Subject: Re: Fleet Control System - Back on track (Was: Re: What the hell is this?) [long]

> At 08:36 AM 10/29/98 -0800, Sean Bayan Schoonmaker wrote:

> Game Use: Any vessel with a Fleet Con rolls a D6 at the start of each
0-6

Well, I didn't introduce ranges as it makes it a bit complex in working out
which ships can be commed to and which can't, how many you have in this band
and how many in that one. Just a straight roll that affects all vessels on the
table made sense and kept it simple. The suggestion of different levels of
Fleet Cons (Basic, Enhanced, Superior) made sense and seems interesting, so we
could say that a Basic Con generates D3 ratings,
an Enhanced one produces D6 and a Superior one produces D6+2?  This
makes Superior Cons far better (as they have a guarranteed minimum of three as
opposed to one), but the Mass and cost will compensate.

> The Fleet Con can be used to either predict enemy movements or to
The
> Friendly player may alter any movement orders after seeing this

O.K. I put this rules in as an interesting aside. I thought that the
sophisticated electronics could be used to predict enemy fleet movements, but
as you say, its problematic. I wasn't particularly happy with this one, but
put it up anyway to get constructive criticisms like this.

> As an alternative, particularly in larger engagements where seeing that

O.K. Perhaps thats the best. With SMs and Fighters, the knowledge is powerful
enough anyway. I may keep it at just a peek.

> Fleet Cons may also be used to co-ordinate friendly attacks. When a

O.K. Sounds good.

> Opposing Fleet Cons may try to block any Fleet Con action by expending
as
> opposed to "he who uses the points he has most creatively will get the

O.K. The blocking was only there to give the other player a chance to stop
what could be viewed as an unfair advantage, but as you suggested with your
modifications the limited actions and activations would make for more
tactical and fair play.  I'll re-write the rules with some of these mods
and post them for review later today.

From: Jared E Noble <JNOBLE2@m...>

Date: Thu, 29 Oct 1998 15:54:17 -1000

Subject: Re: Fleet Control System - Back on track (Was: Re: What the hell is this?) [long]

> At 08:36 AM 10/29/98 -0800, Sean Bayan Schoonmaker wrote:

> Game Use: Any vessel with a Fleet Con rolls a D6 at the start of
0-6
> Well, I didn't introduce ranges as it makes it a bit complex in working

It seems that would lead to wild swings in the availablility of ratings from
turn to turn. To smooth it out a bit perhaps consider rolling 1,2 or 3 dice
for basic, enhanced, or superior systems, then score the dice as beam
batteries.
> The Fleet Con can be used to either predict enemy movements or to
The
> Friendly player may alter any movement orders after seeing this

I agree, nix the ability to rewrite the movement orders, but the peek can
still be helpful. for more flexibility, and to make ECM systems actually
relevant, perhaps require 2 rating points to peek at ships protected by ECM.

> As an alternative, particularly in larger engagements where seeing

One nitpick - limit to one Fleet Control Activity per activation - that
way you can define more difficult actions that take more that one rating to
perform. (like peek at ships under ECM - see above)

> Opposing Fleet Cons may try to block any Fleet Con action by
as
> opposed to "he who uses the points he has most creatively will get the
I agree that point wars are no fun - reminds me too much of Star Fleet
Battles Electronic Warfare. As an alternative to the blocking described
above, Allow a player to expend 2-3 points to 'supress' or confuse
communications, sensors, whatever. This has no effect on the turn it is
performed. however, on the following turn when the enemy rolls for his
control ratings, the dice are scored as beams vs.level-1 screens, thus
reducing the control ratings he receives. This seems to be quickly
approaching a description of new ECM abilities - I would consider
passing this ability to ECM systems except they are very specific about which
ships they benefit, while the Fleet control is a more generalized concept (at
least for the moment).

> -Kelvin....

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Thu, 29 Oct 1998 19:59:27 -0800

Subject: Re: Fleet Control System - Back on track (Was: Re: What the hell is this?) [long]

> I like this bit, though I would consider making it one or two dice

...erm - I meant a range of results, not distance. (one beam die has a
possible range of results from 0 to 4 - yes I goofed above)

Other than that, I look forward to seeing your rewrite.

From: kx.henderson@q... (Kelvin)

Date: Fri, 30 Oct 1998 14:25:14 +1000 (EST)

Subject: Re: Fleet Control System - Back on track (Was: Re: What the hell is this?) [long]

> At 07:59 PM 10/29/98 -0800, you wrote:

Oh. Sorry. I see. Makes sense now. Perhaps that WOULD be better, especially
with the different grades of systems. Hmmm. I'll get to work on it and post it
this afternoon (Oz time).

Cool. This really has been very informative. Thanks everyone!