From: <hal@buffnet.net>
> Hello Folks,
go to google or your favorite search engine, plus in "full thrust" and
"campaign".
If you mean Official Rules, no, not yet. This will, I imagine, be in
Weren't there rules in MT that went something like each point of equipment
cost took a week to build the item, and a damaged item took half the time to
repair? Which spawned the whole "Combat repair/Stardock repair"
debate.... I could be wrong...
> From: hal@buffnet.net
Hello Folks, Is there a ruleset in place that permits GM's to set up scenarios
based on actual production capabilities? Production times of hulls, personnel
training, etc?
I guess what it boils down to is that if one is going to run a campaign time,
one needs to know what the economic effects are for building a small ship is
versus the cost to build a larger hull. Then one needs to know
what the production rates are, and finally - how long it takes to build
an infrastructure on other worlds. Otherwise? I could very easily see it come
to pass where Nations A & B decide to have a war, and fight it out on Earth
rather than on their "colonies".
Comments?
On Wednesday, February 27, 2002 1:25 PM, hal@buffnet.net
> [SMTP:hal@buffnet.net] wrote:
If its for FT, then the following page is adaptable to what you need:
http://home.pacific.net.au/~southernskies/ft/ftcamp1.htm
*****
> On Wed, Feb 27, 2002 at 02:23:56AM +0000, Joe Ross wrote:
FT2 p.35 talks about repair. In the campaign system I'm currently working on,
what's done with damage control is referred to as
"jury-rigging", as opposed to "repair" which is what happens at a naval
base. It's more effective because:
- you get to shut down the rest of the ship while you're working
- it's not being done in the middle of combat
- there's less time pressure
- there are more replacement parts available