FT Campaigns

6 posts ยท Dec 27 1999 to Dec 30 1999

From: Stuart Ford <smford@e...>

Date: Mon, 27 Dec 1999 13:31:18 -0600

Subject: FT Campaigns

Howdy Gang,

With all this talk about ship levels, I wanted to add my own comments to the
equation...

When in a campaign environment, my ship costs change due to the engineering
requirements of the shipyards.

To build an entirely new design, the cost for the first ship in the class is 2
x Cost.

When retrofiting an existing hull/engine design, the first ship in the
new class is 1.5 x Cost.

This limits the ability of players in a campaign to build new ship designs on
a whim, and targets most new R&D onto small escort class hulls to save budget
and resources.

From: Laserlight <laserlight@q...>

Date: Mon, 27 Dec 1999 15:25:47 -0500

Subject: Re: FT Campaigns

Stuart suggested
> To build an entirely new design, the cost for the first ship in the

I'd have picked ShipCost x 3 for a new class; someone else recently suggested
ShipCost x 5, which seems a little more expensive than
needful--but did that someone have a reason for picking Cost x 5?

From: Roger Books <books@m...>

Date: Mon, 27 Dec 1999 15:44:41 -0500 (EST)

Subject: Re: FT Campaigns

> On 27-Dec-99 at 15:29, Laserlight (laserlight@quixnet.net) wrote:

This is one of those "depends on the campaign" things. In our campaign where
total production is ~300NPV a turn 5x kills new ship classes. Are you going to
build a new heavy cruiser class at 1500NPV or 2 current SDN's for around the
same cost? The only way you would ever have the points to do this is one where
you are playing one of those huge campaign games that never makes it beyond
about the 3rd turn anyway.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Thu, 30 Dec 1999 10:16:44 +1100

Subject: RE: FT Campaigns

The cost x5 fit in with the economic/time scale available.  The
homeworld
could build/R&D between 300-500 pts/turn depending on the shipyard size
which would take 1-2 turns to research& build a new destroyer class, but
12-15 turns for a new superdreadnought class, which at 1 week/turn is
still fast, but could be better spent on standard designs unless you expect a
long, drawn out conflict.

Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu

> -----Original Message-----

> I'd have picked ShipCost x 3 for a new class; someone else recently

From: Laserlight <laserlight@q...>

Date: Wed, 29 Dec 1999 18:25:30 -0500

Subject: Re: FT Campaigns

From: Robertson, Brendan <Brendan.Robertson@dva.gov.au>

> The cost x5 fit in with the economic/time scale available. The

So you just picked something convenient, sounds like? One of the naval studies
books I read recently implied that, in the Real World, the cost to R&D is
about three times the actual build cost of the ship, and the procurement
process usually takes from 5 to 15 years
(with 5 years being exceptionally short--I think one class of Dutch
frigates managed it).

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Thu, 30 Dec 1999 11:10:10 +1100

Subject: RE: FT Campaigns

Convenient & abstract. KISS makes for faster processing.

Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu

> -----Original Message-----