From: Tom McCarthy <tmcarth@f...>
Date: Thu, 8 Jun 2000 17:27:47 -0400
Subject: [FT] Some ideas from B5
I've been rereading Earth Force Sourcebook and Fleet Action. Here's a few thoughts. > From Earth Force Sourcebook, the catastrophic damage effects are good. The heavy beam mechanics need some work and the Phalon plasma bolt mechanics seem much nicer than the Narn e-mine mechanics. The fighter quality charts are very universe specific, but they do raise the question of ways to purchase substandard fighters (a topic for another message, no doubt). > From Fleet Action came some ideas for imposing command & control By imposing squadron morale and bonuses and penalties for acting in and out of squadrons, squadron play becomes important. By making some ships capable of leading or controlling larger squadrons or as acting as task group leader (C & C hub for multiple squadrons), you further add a level of narrative and more choices during fleet design. Fleet Action's squadron mechanics have some very simple ideas. Each ship is rated in points for how complex a squadron it can command, and a second number indicates how much complexity it adds to a squadron. Ships which are designed as slow moving gun platforms might make very bad squadron leaders but good squadron members (or even expensive members and hopeless commanders). To move the squadron, just write orders for the flagship and the rest of the ships normally just maintain formation relative to it (some will wind up moving a little further or a little shorter than the command ship, but it all comes out in the wash). Ships in squadrons are given an offensive bonus over ships operating alone, but must target a single ship in an enemy squadron. Ships in a squadron also receive a defensive bonus if they are not the closest target for the firing ship. That's a lot of squadron bonuses, you're thinking. One of the drawbacks is squadron morale. For each squadron, tally some element roughly proportionate to the size of the squadron (FT crew starts are just about perfect). When half, two thirds, and three quarters of the "morale elements" (crew stars) in the squadron are gone, test morale like a threshold check on a 5+, 4+, or 3+ and if failed, the squadron drops from action and leaves the game. Also, the disruption of an existing squadron through a formation change, loss of squadron command, or loss of task group command, should each have very serious consequences to each ship's ability to fire and move (possibly including halved firepower or counting all targets as being one extra range band further away, or being forced to move before your enemy writes orders). As an interesting and challenging wrinkle, players have less control over fighter group actions in Fleet Action. Basically, you give fighter squadrons broad orders on odd numbered turns which they will do their best to follow until the next orders come in. The orders are simple: Superiority - Move to target point (x, y) (or mark it with a chit) and attack any enemy fighters within 12" (or so). Strike - Bull your way through any enemy fighters you encounter on your way to attack target squadron A. Escort - Move with and protect squadron or fighter group B from anything you can intercept. Superiority missions don't allow fighters to pounce on ships that are targets of opportunity and trying to calculate what Superiority missions will allow you to intercept enemy Strike missions could be a challenge. The ELINT functions outlined in Fleet Action are nice and straightforward, with ELINT ships either attacking the chain of command or giving offensive or defensive bonuses. Also, I like the reinforcements rebate idea for Fleet Action. Ships designated as reinforcements can be bought at a discount, but arrival times can be unpredictable and if you lose the battle before reinforcements arrive, you've lost.