FT: Ship Endurance

2 posts ยท Nov 12 1998 to Nov 17 1998

From: Imre A. Szabo <ias@s...>

Date: Wed, 11 Nov 1998 23:18:09 -0500

Subject: FT: Ship Endurance

While not important in scenarios, endurance becomes very important in campaign
games. For the FB I'm currently experimenting around with 2% to 4% of total
ship mass per month of endurance. 3% per month seems to be the best
compromise. A 6 month endurance will cost you 18% of your mass. Points cost is
mass x 1. Supplies loaded on a ship cost 1 point per mass. Note that this
makes it easy to resupply from frieghters, assuming you have enough points
loaded on them. This also means that the cost for opperating a vessel for 1
year is 36% or its mass. Ships of course could be mothballed. Deactivating a
ship costs nothing, but reactivating costs standard supply for the month x 3.
A ship that fails to have supply makes a threshold roll for every system at
its currently damaged state. Systems that fail a threshold roll can not be
repaired until the ship is supplied. Any comments out there???

From: Andrew Martin <Al.Bri@x...>

Date: Tue, 17 Nov 1998 21:56:12 +1300

Subject: Re: FT: Ship Endurance

> Jeff Lyon <jefflyon@mail.utexas.edu> wrote:
The quote didn't say if the US$4billion price included the air wing. I would
guess that it didn't.