From: Robertson, Brendan <Brendan.Robertson@d...>
Date: Thu, 4 Oct 2007 14:12:34 +1000
Subject: Re: [GZG] Campaign rules-Nodes [TOBECLASSIFIED] [SEC=UNCLASSIFIED]
Good setup.
It can be explained using several methods: 1. Wormholes (wild nodes do not
have associated star systems); 2. "safe" ftl routes (going any other way
results in loss due to hazards); 3. random psb
As long as your exit point isn't fixed (wormhole defence battles) and uses
standard FTL exit, it's a good compromise for all players for strategic
movement.
Personally, I think that starfaring campaigns that don't use nodal movement
systems require a lot of extra paperwork and tends not to generate as many
battles.
Brendan 'Neath Southern Skies
http://home.pacific.net.au/~southernsk/
________________________________
From: On Behalf Of Bobby Mock
Sent: Wednesday, October 03, 2007 11:58 PM
Subject: Re: [GZG] Campaign rules-Nodes [TO BE CLASSIFIED]
Hey Simon,
I have played several non-GZG games with nodes and found that
they help out quite a bit since you don't have to keep track of every ship
that decides to take the long way round. The thing I have been toying with in
my mind is the concept of nodes which are empty but interconnect with star
systems. I call them Wild nodes. In the Wild nodes no battles can take place,
but friendlies can meet up. The Wilds
represent all the empty space in-between. I am thinking that there may
be basically two nodes sets (stars to stars)(Wilds to Wilds to stars), but
haven't quite put it down to practice yet. Do you see any flaws or potential
nightmares in going this way?
Bobby
I tried to put a basic layout up. Hopefully I set up the file right.
http://hansuke.googlepages.com/S.htm