From: Tim Jones <Tim.Jones@S...>
Date: Wed, 17 Nov 1999 15:21:48 -0000
Subject: RE: [FT]: re: Fleet Engagements (Morale)
> is interested, i will write up post our morale rules. I'm sure there is plenty of interest, post away.
From: Tim Jones <Tim.Jones@S...>
Date: Wed, 17 Nov 1999 15:21:48 -0000
Subject: RE: [FT]: re: Fleet Engagements (Morale)
> is interested, i will write up post our morale rules. I'm sure there is plenty of interest, post away.
From: David Reeves <davidar@n...>
Date: Wed, 17 Nov 1999 10:23:07 -0500
Subject: [FT]: re: Fleet Engagements (Morale)
this also brings up what i feel is a missing element in most fleet battles -- morale. since the player is acting as a fleet admiral, they only have partial control for how ship captains react to changing orders or stressful, unexpected situations. in our universe ships have a morale level that reflect the captain/crew quality (which may go up or down in campaign games). morale levels may be purchased like other ship components. when the ship reaches the 25%, 50% and 75% damage level, a morale roll is required. also, the first turn of surprise situations, the ambushed fleet makes a morale roll. the fleet admiral may mitigate the rolled result by causing a reroll. the fleet admiral has a limited number of rerolls per game (ripped off from Battlefleet Gothic). failing a morale roll causes a ship to retreat until rallied, or even FTL out! smaller forces can hit a larger force and escape in the confusion, etc. the above is a brief explanation of what our group has tried for morale. the morale concept adds a fun unpredictability to the game and provides more of a fleet admiral feel to FT. morale also causes players to think about the quantity versus quality issue a little more as well. if anyone is interested, i will write up post our morale rules.