From: db-ft@w... (David Brewer)
Date: Tue, 25 Feb 1997 22:21:19 -0500
Subject: [FT3] Keeping the generic nature of FT.
As I've been reading JMT's "new ideas" thread I've become more and more convinced that FT is better served by a descriptive rather than a constructive design system. It comes down to FT's pleasing generic quality. The current design system for FT is semi-descriptive. Choose your systems, add up the mass, take a hull of twice that size, give it a thrust rating. This is a descriptive process. Describe some Star-Trek-like ships and you play a Star-Trek-like game. Desribe some B5-like ships and play a B5-like game. Describe some Traveller-like ships and play a Traveller-like game. The list goes on ad nauseum. If the design system moves more towards constructing ships along seemingly rational engineering lines I fear that this generic nature will be lost, and much of FT's appeal will go with it. FT is a tactical game. Jon's working proposals, 5% of mass per thrust number, plays to this tactical nature because thrust is tactically very important. But take a Traveller-style setting as an example background. Here it is the FTL capability (jump distance) that is the largest component of the ship, with FTL fuel occupying 10-60% of the ship, despite the FTL drive having no tactical function relevant to FT. In the current, more descriptive, system we fudge this sort of trivial engineering detail, but if FT becomes more constructive in design and we stop fudging this, then it is becoming much less generic. I would not like to see this. What I would like to see is for FT to be broken down, even more strongly than it is, into a generic core component and a set of customised components that constrain the core and give the core some context. I think that this will cover almost every shade of opinion in the "new ideas" thread. The core would consist of: -the basic game rules, much like they are now -a purely descriptive design system where mass is not a relevent concept at all. -how to assess a ship's tactical points value. The context would consist of: -constraints on the basic game, eg. specifying when/if you can shoot in the rear arc. -constraints on allowable designs, eg. specifying how much mass each system will take up, how much mass is needed for thrust, how much for the FTL system, whether you are allowed 4-arc weapons, trivial things like that. -how to assess a ship's strategic worth (FTL ships should be considered more valuble than non-FTL ships, cargo ships will have much more strategic value than tactical value as will ships carrying ortillery, or ground troops) and how to translate this strategic value into some rough victory conditions. This is essentially how FT is currently, only more so. So you can have a "Full Thrust Universe" context which constrains you to buy enough damage points per ship to cover the masses outlined by Jon for thrust and weapons. Maybe some nationalities will have the technology to be able to make smaller ships with the same thrust/systems and consequently buy fewer damage boxes. You can have a Star Trek context where Federation ships are big fat knackers with a big damage track because of all the unecessary family quarters and science facilities, while Klingon ships are stuffed with weapons but can take little damage and are allowed cloaks. You can have B5, "Age of Iridum", or whatever. Or you can have no context at all. Do you want A-batteries to mass 4? Pair them off with four boxes. Or with three. Mark Kochte can pair his A- batteries off with one box for that mass-1 A-battery that he wants... pity his ships will be so brittle. Somebody let me know... does this make any sense?