[FT] Some ideas from B5

1 posts ยท Jun 8 2000

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.