> Threshold rolls can be a real slow down, ergo my suggestions of
Threshold check rolls are a bit of a pain, and I really like the idea
of using a deck of cards instead. The only deck I've found on-line is
Ftdeck on the Area 51 website, but that is only FT2+MT compliant, and
doesn't cover the changes introduced from FB1 on. I've tinkered in a desultory
way with developing my own, but not got very far. I see the issues as being:
1. Aliens - This isn't a biggie. Maybe separate decks for the BEMs.
2. Open-ended design - Where do you stop with Beam Batteries for
example. Class 4, 5, 6, 7...?
3. The maths - Ideally one would want to turn one card per ship for
the first threshold check, two cards for the second check and so on.
Unfortunately I haven't been able to work out how to translate the
independent 1/6 chance of failure per system into cards. Obviously
one would put multiple systems on each card, but I don't understand the
distribution. Perhaps someone with more maths than I could
comment. Is it actually possible? After all, there is a 1/1296 chance
of an Arapaho class corvette losing ALL of its four systems on the first
threshold check...
You roll each threshold independant of the previous results. This way you take
into account repairs.
Eg: Ship with 3 beams, 1 firecon, FTL, MD, Core systems.
Card 1 [Threshold 1 - Destroyer]: Lose Beam 1, FTL, MD
Card 2 [Threshold 2 - Destroyer]: Lose Beam 2, Firecon, FTL
Card 3 [Threshold 2 - Destroyer]: Lose Beam 1 & 3, Firecon, MD,
PowerCore.
The player simply crosses the system off their SSD when the damage card is
handed to them. You can then add it back to the deck.
If it's a very large game, by using as few ship types as possible you can
create 4-5 damage cards for each threshold and simply shuffle the cards
for each ship. As a threshold comes up, deal the highest card for that
threshold and hand it to the player.
In the "really big" webgames I've been in, there have been 30-60 ships
per
side, but only about 5-8 different designs on each side.
Brendan 'Neath Southern Skies
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From: "Robert N Bryett"
> 1. Aliens - This isn't a biggie. Maybe separate decks for the BEMs.
My suggestion was actually to generate a set of threshold cards *for a
specific ship*. So if you had a Kra'Vak Ko'San carrier on the table, you'd
have three threshold cards generated for a Ko'San's systems.
If you do that, though, you have to figure out what to do about repaired
systems. If you take Brendan's suggestion of calculating thresholds for all
systems on a ship, then you'd lose more systems than you normally would.
I wonder if it might be feasible to generate a grid, say 6x6, listing all the
systems on a ship.A Lu'Dak (5 systems) would cover lines 1 to
5 in column 1; a Yu'Kas (30 systems) would fill columns 1-5. That way
you could generate a generic threshold care and still have it apply to a
specific ship.
Thus Threshold 1 might say "lose systems 1/2, 2/1, 2/5, 3/4, 5/3, and
6/1". The Lu"Dak would have its K1 marked a column 1 row 2 and would
lose that but nothing else. The Yu'Kas would lose a FCS, a K6, a K1, and two
scatterguns (assuming that you number them the way I would),
and nothing for the 6/1 system.
Not quite. What I meant was that each system lost is related to a *specific*
system. The method is to use the SSD display on the damage card (with the new
systems lost crossed through) so players cross off the correct system (simply
compare and damage those systems that correspond). On the second and third
cards, this could result in losing no additional systems as they were lost on
the previous card. If need be, they can simply clip the damage card over the
ship sheet (easier
if the damage cards are see-through so they stack on top of each other).
Brendan 'Neath Southern Skies
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> The method is to use the SSD display on the damage card (with the
Okay, that'd work. Although the grid idea means you could generate generic
cards, which would make prep a lot faster, I'd think.