[FT]Twilight Imperium Campaigns

5 posts ยท Jan 18 1999 to Jan 21 1999

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

Date: Mon, 18 Jan 1999 21:52:13 +1300

Subject: Re: [FT]Twilight Imperium Campaigns

> Christopher Pratt <valen@gatecom.com> wrote:
    I was thinking of the carrier ability of carrying 8/10 ground
forces, planetary defence systems and fighter group units and thinking how big
they are so they could be built using the Full Thrust Fleet Book. Which
explains why I suggested about a 1000 points per credit. But now on second
thought, if we assume that it's not one carrier, but a bunch of cheap "tin
can" transports carrying the ground forces, planetary defence forces and
fighter groups, which don't really cost much and are incorporated into the
ground forces costs, perhaps. But that sounds a little too odd. On third
thought, perhaps we could discard the credits to Twilight Imperium units to
Full Thrust units, and use a 1 credit to 50 or 100 FT:FB points like you say.
It gives a wider range of forces to field, but
eliminates some of the racial advantages/disadvantages for star fleet
combat. For example, the Jol Nar would loose their -1 penalty in combat,
and
so would the Letnev loose their +1 bonus in combat for having a trade
agreement. Another alternative (fourth thought?) is let the ship counters
represent any fixed number of credits. So you could have units worth any where
from 1 credit to, say, 15 credits. This would mean that that counter is worth
X points in a FT:FB battle. This means new counters would have to be made up.
And this means that their hyperlight or star system to star system travel
distance will be the same. No difference between fighter (with high tech),
cruiser, dreadnought and carrier FTL speed. It also means that the Twilight
Imperium tech chart becomes almost worthless. Perhaps a second cost to the
fleet unit to represent FTL fleet speed?
Normal cost = 1 hex. +50% = 2 hex, +100% = 3 hex?

Any opinions, comments, suggestions?

> sounds like a fun game though

Andrew Martin

From: Christopher Pratt <valen10@f...>

Date: Tue, 19 Jan 1999 16:41:07 -0500

Subject: Re: [FT]Twilight Imperium Campaigns

<grumble> ohhh....that damn netscape...crashed after I wrote a really long
post on this...damn...well...heres the short
version. </grumble>

what I want to do with TI is assign a credit value to FT points. for example,
instead of purchasing a cruiser on your turn for 6 credits, you would spend 6
credits, get 180 FT points (assuming a 30FT to 1 CR ratio) and purchase
whatever ships you want... want a small carrier...cool want a couple of
destroyers...cool

I was also thinking of tossing all the current ship markers and replacing them
with fleet markers (where I would get these, i don't know), assume that a FTL
exit & entry point is very easily detectable, it makes sense for you to know
that a fleet is in a given system. What ships make up that fleet, you're just
gonna have to go see for yourself.

Naturally we would have to replace the racial abilities of the Norr, Jol'nar
(didn't include letnev because they are Tooo powerful) and mentak with
something... (since their abilities relate to the combat system we aren't
using). I
was thinking of just giving the Norr/Jol'nar a straight
+1/-1 on all revelant combat rolls during an FT battle, I
don't think this would be too outta wack with their abilities (or lack
thereof) in TI combat. Mentak on the other hand...humm...gonna have to think
of something.

As for the tech tree, I'll have to take a look at it tonight and see what I
can come up with

> Andrew & Alex wrote:
We'll
> probably play some more this next weekend. I hope to get back to the

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

Date: Thu, 21 Jan 1999 17:21:05 +1300

Subject: Re: [FT]Twilight Imperium Campaigns

> Christopher Pratt wrote:
Alternatively, perhaps we could do it by percentages. For a cruiser
counter, 50+% of the fleet's point value must consist of light vessels,
with
"light" to be decided upon later. A carrier counter, 50+% of the points
value must be carriers. Similarly for the dreadnoughts, 50+% must be
heavy vessels. Light could be <40MASS. Heavy could be >60MASS. What do you
think?

Andrew Martin

From: Christopher Pratt <valen10@f...>

Date: Thu, 21 Jan 1999 09:47:45 -0500

Subject: Re: [FT]Twilight Imperium Campaigns

> Andrew & Alex wrote:

There's an Idea... the cruiser icons could represent scout or patrol fleets,
the dreadnought Icons would represent a battle line squadron, and the carrier
icon could represent fleet auxiliary craft (transports, and tenders, etc...)
we could use the icons upside down to play in a double blind mode... cool

the other thing I thought of doing is to discard the TI rules and use the
space hexes to make a sector map for an operational level Campaign. In this
mode, you can assign the hexes in any way you wish to represent the worlds
available in you sector. Then assign a fixed number of ships (perhaps from the
tuffleyverse) ignore R&D for the purposes of this campaign and go at each
other.

hope this get those creative juices flowing

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

Date: Fri, 22 Jan 1999 11:50:28 +1300

Subject: Re: [FT]Twilight Imperium Campaigns

> Christopher Pratt <valen@gatecom.com> wrote:
That would work. In the games I've played so far, all the
worlds/systems
close to the home worlds are gobbled up straight away in the first several
turns. So we could lay out the map, as it states in TI, and assume that four
or five turns have gone by and that all worlds close to a home world belong to
that home world. Players would have to agree on just who got what, and asking
other players to umpire if there is disagreement. Then assume each player has
a fleet with a credit value equal to, say, their starting money, plus the
income of all their worlds times, say, five or the number of turns that are
assumed to have passed minus a bit. To garrison a system with ground forces,
assume that if the fleet holds the hex for a turn, it now has ground forces.
Two turns, and it's got planetary defence systems; three turns and it's got
deep space cannons (they're a little cheesy, though!) perhaps more numerous
ground forces. Each turn with the space fleet in control, means another turn
of bombardment by opposing forces is required, perhaps to take control.

> hope this get those creative juices flowing