From: Charles Taylor <charles.taylor@c...>
Date: Mon, 08 Jul 2002 23:09:29 +0100
Subject: [FT] Command and Control
Has anyone had any ideas about handling fleet command networks in Full Thrust? The basic idea I've had (and this ties in with my crew quality rules posted previously: Basic Command Rules: Hierarchical Command Structure ============================ Ships are grouped into squadrons which are grouped into fleets (large fleets may add additional layers of command. Each ship in a squadron reports to the squadron command ship, by default, this is an ordinary ship of its type - see Command Ratings (q.v.) Each Squadron Command ship reports to the fleet flagship (or the next tier of the hierarchy). Effects of the Command Structure. (If using these, use the crew quality rules previously posted, but reduce crew quality values by 1) The Command Staff of each squadron will have a quality, (like those of ships officers), this can apply a modifier to the crew quality of ships in the squadron that is the same for the equivalent quality of ships officers. The points cost of a Command Staff is determined like that for a ships officers, but based on the total cost of the squadron. If ships go out of command, they lose any benefits of the Command Staff, and suffer an additional -1 quality penalty as long as they are out of command. In addition, they are activated (fired) last of the ships in their current quality bracket. Ships that are out of command can only target the nearest hostile ship (maybe some exceptions?) Ships are out of command if one of the following occurs: + They move out of range of their command ship (say 12 mu for basic command comms) + They lose communications (using the alternative core systems rules, or as a consequence of EW jamming) + The squadron command ship suffers a bridge core system threshold, or is destroyed. The last effect persists until a new ship takes over as a squadron command ship (this takes at least a turn, and may require a die roll?) Other effects persist until rectified (ship moves back into command range, comms are fixed, etc.) The effects of the overall Flagship of a fleet are noticed usually in its absence - squadrons that are out of command suffer an overall -1 to quality. Command Rating of a Ship ======================== This is the maximum tonnage of ships that a given ship has the facilities to command, given a command staff (who are assumed to be on the bridge for the sake of core threshold checks). The command rating of a ship equals 5% of its TMF. Each ship 'uses up' and amount of command rating equal to 1% of its TMF, including the command ship (i.e. any ship may command a total of 5 ships of itself - itself plus 4 others). For the case of squadrons under the command of a flagship, only count the TMF of the squadron command ships for the purposes of command rating. Specialist Systems ================== Control Centre -------------- This system enhances the Command, Control & Communications facilities of the ship it is mounted on: It increases the Command Rating of the ship. It has a separate icon (like the bridge core system, but with a higher rank badge) - it is classed as a core system. MASS required: 10 per extra Command Rating Points Cost: 4 times MASS requirement?? (maybe should be higher?) Enhanced Comms -------------- This increases the command communications range to 18 mu. It is NOT classed as a core system. To gain the benefits, both the command ship and the subsidiary ship require this system. MASS required = command rating (on command ship) = 1% TMF (on subsidiary ship) Cost = 4 times MASS Superior Comms --------------- as above, but command comms range is 24 mu. MASS required = twice that of Enhanced Comms Area Defence Interlink (ADI) ---------------------------- A specialised form of ADFC - any ship in the squadron equipped with ADI may use its PDS to defend any other ship in the squadron with ADI that is within 6 mu. MASS = 1, Cost = 4. Optional Rules ============== (Mostly to speed up battles) Squadron Movement - as in More Thrust (p.8)