[GZG] [FT] Campaign battles scoring

2 posts ยท Jul 29 2008 to Jul 29 2008

From: Doug Evans <devans@n...>

Date: Tue, 29 Jul 2008 13:52:04 -0500

Subject: [GZG] [FT] Campaign battles scoring

I was curious if anyone is using a point system, and if it takes into account
ship costs.

As I'd like to have this a non-ship building campaign for the original
four majors, the kind of operation that's fought with what you brought with
you, a quick and dirty system follows. Hull repair occurs between battle turns
at bases, assuming the wounded ships can make it home. I'm particularly
interested in thoughts on this part of the point structure.

I've not pinned down the values of the objectives, except that there'll be
nine, low, middle, and high value, distributed at four, three, and two of
each, respectively; suggestions appreciated.

Points:

- Hull damage to your ships at end of game

+Opponents ships' hull damage during game (2x for historical enemies)

+Opponents ships' full value if destroyed (minus previous damaged hull
pts.)

+Occupied target's values (L - low, M - medium, H - high) (Particular
ships 3 turns in system)

The_Beast

From: Ground Zero Games <jon@g...>

Date: Tue, 29 Jul 2008 23:53:37 +0100

Subject: Re: [GZG] [FT] Campaign battles scoring

> I was curious if anyone is using a point system, and if it takes into

Just a couple of fairly random ideas, based on some stuff I've vaguely thought
about but never written up enough to make a lot of
sense....  ;-)

Make the number of full damage track rows lost (ie threshold points reached)
be the deciding factor as to whether a ship is repairable, in what timescale
and with what facilities; possible suggestions:

Some damage to first row only (first threshold not reached) = minor damage;
can be repaired by ship's own onboard teams.

First threshold reached/passed: significant damage; will require help
and supplies from other ships (fleet repair tenders etc) to repair.

Second threshold reached/passed: major damage; will require at least
fleet base repair facilities and considerable time.

Third threshold reached/passed: crippling damage; ship may or may not
be salvageable depending on time, facilities (full shipyard) and economic
considerations. If not worth rebuilding, will probably be scuttled or end its
life as a gunnery target or prison hulk....

All hull rows gone: lifeless drifting hulk, some parts may be scavenged for
other ships, otherwise scrap value only!

All the above applies to 4-row hulls, and will of course need
modifying if you choose to use 3 or 5 row designs. Systems lost at thresholds
will also probably need accounting for; it may not be worth recovering a ship
that can't make it back to base under its own power, particularly if the enemy
is in possession of the battle zone at the end.