From: Tom McCarthy <tmcarth@f...>
Date: Sun, 23 Feb 1997 19:28:02 -0500
Subject: Re: Jon's latest ideas
Well, now I've read what you guys have to say, and I'm leaning more towards heavy houserules all the time. Essentially, I agree with a lot of the comments, but I think Jon is going to have to clearly set a tone in the rules that comes from the reading of the rulebook, not from the rules themselves. I think he should make clear that generic FT might, for example, have fighters that move after orders and before ships, but that players who play in a different universe can try i) moving fighters last ii) writing orders for fighters as if they were thrust 12 ships before others move or iii) after. Similarly, there needs to be a generic FT universe ruling on arc restrictions, aft firing weapons, etc., but a good list of alternative rules, too. Too many people play FT/B5 or FT/ST or FT/SW or FT/BG for any rule to stick hard and fast, and Jon just might succeed in making the game all the more accessible by acknowledging that many variant rules exist and citing enough examples to get imaginations going for the many players who just don't do enough thinking. 4 even arcs, 4 uneven arcs, 6 even arcs, 8 or 12 possible arcs. I think these are all playable/doable. 4% MASS per thrust for one nation and 5% for another is likely not very doable. If there's an easy way to break thrust purchases down, I'd like to see maybe 5% for 1 Thrust (acc/deceleration) and an additional 5% to allow 2 points of that thrust to be usable to turn. That means a Thrust 8 ship that can put 4 into a turn spent 50% of its MASS on drives. High thrust Kra'vak begin to have prohibitive engine costs, so maybe they need a discount or less thrust freedom than they currently enjoy. The recommendations for having to allocate crew quarters seems unnecessary; say each system's MASS includes sufficient crew. Extra DCPs might cost MASS, or just represent higher quality crew. I too expect to see some ships that are just an engine, a cloak, and a weapon. Once you do that, though, it's a very small, vulnerable ship, one hopes. Oh, and Jon, maybe some of the many variant cloaking rules floating around should be in FT3. Seriously, if FT3 is going to suggest possible rules variants for the universe being represented, a lot of good stuff is on the net. If there's several variants of it, it's probably an SF staple that should be in there as an option, like the mecha rules in DSII that make them available if not generally the most efficient tool for the job. That's all for now,