[OT] Campaign detail and playability - was RE: [semi-VV] Multiple resources

2 posts ยท Feb 7 2005 to Feb 8 2005

From: B Lin <lin@r...>

Date: Mon, 7 Feb 2005 14:53:29 -0700

Subject: [OT] Campaign detail and playability - was RE: [semi-VV] Multiple resources

I think it comes down to how much can be expected of a campaign player.
Essentially, to make a game quick and fun, it should basically boil down to
about 3 major decisions per turn. As you add detail you add complexity and the
number of decisions you have to make increases rapidly, and trying to
determine the ramifications of each decision becomes harder and harder.

So for campaign games, there should be essentially only 3 major
decisions - A military decision, an economic decision, and a resource
decision. On the Resource side it should be fairly simple - you have a
set amount of resource production and the only question is to increase or
maintain your current level (i.e. investment in mines and factories). The
Economic decision will be more complicated as it will involve trade agreements
and allocation of money for building factories, ships and colonization. The
military decision will be the most complicated as you will have to choose
whether to take military action (an attack), move
strategically, build reserves and/or future fleets and capture or denial
of the opponent's resources.

When decision making, ideally it is cut and dried - a yes/no
proposition, the fewer choices the better. So to that end, I would try to make
as many of the campaign decisions binary or maybe trinary, and reduce the
number of choices that have a sliding scale.

Throwing out a hypothetical scenario, postulate 3 resources, money and ships.
The resources are FTL material (FTL), Weapons material (W) and Hull material
(H). Money is the nice generic Mega Credit (MCr) and ships are FT ships.

A generic nation (Generica) might be:

3 star systems (A, B, C) connected by wormhole transits
Star System A produces/refines FTL - 2 units per turn
Star System B produces W and W at 2 units per turn Star System C is the
national capital with the shipyards

The treasury is 1000 MCr and the nation has a fleet of 12 military ships and 6
cargo ships.

Since this nation produces 6 units of resources at locations different than
it's shipyards, it requires 6 units of cargo ships to "transport" the
materials, although in reality this would also encompass the appropriate
planetary and orbital dock facilities to handle such cargo.

The game system should track 2 possible bottlenecks - manufacturing and
transport. A running log of the available resources (i.e. 2 FTL, 2 W and 2 H)
and transport available (6 cargo ships) would be required. Therefore on any
given turn, Generica can use up to 6 resources in building ships. If ships
required more resources than were available on hand, then resources could be
stockpiled over multiple turns.

Ship building - FTL for Escorts, 1 unit, Cruiser-sized, 2 units and for
Capital ships, 3 units. For weapons, 1 unit per 3 dice of beams or equivalent.
For Hull, 1 unit per 10 boxes.

So to build a Dreadnaught might require 3 FTL, 8 W and 4 H. Using Generica's
stats, it would require at least 4 turns to build a Dreadnaught, the main
limitation being the weapon requirements. If the
rules allow, the "X-class Dreadnaught" could be launched with a partial
weapon load after two turns.

If, using the same example, but Generica only had 2 cargo ships available,
then the Dreadnaught would take 8 turns to complete.

If using the first example, but Generica only had 1 W production, it would
again take 8 turns to complete the Dreadnaught, the limit being the W
production.

If necessary, shipyards can be limited in the number of hulls or overall mass
that can be built per turn. (i.e. Shipyard Level 1 can work on a single hull
up to 25 mass, Shipyard Level 2 can work on up to 2 hulls of 50 mass total,
Shipyard Level 3 can work on up to 3 hulls of total mass of 75 and Shipyard 4
can work on up to 4 hull with total mass of 100.

Paperwork for Generica should then be relatively simple - a listing of
Systems, noting their resources (FTL, W, H, Shipyard, Capital) a listing of
resource production capability (5 main items, FTL, W,H, MCr, ships), a list of
resource stocks (4 main items, FTL, W,H,MCr) and a list of ships
(military,cargo and those building)

Paperwork will increase as nations get larger - a 10 system nation with
2 shipyards and half a dozen resource planets will require more paperwork than
Generica, but I don't see that there is any simple method to deal with that.

--Binhan

[quoted original message omitted]

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Tue, 08 Feb 2005 19:26:14 +0100

Subject: Re: [OT] Campaign detail and playability - was RE: [semi-VV] Multiple resources

> Binhan Lin wrote:

> I think it comes down to how much can be expected of a campaign

> boil down to about 3 major decisions per turn. As you add detail you

"Complexity" isn't just "lots of decisions". *Paperwork* is a major part of
game complexity, or at least of what the players percieve as (and complain
about as) complexity. For example:

> Throwing out a hypothetical scenario, postulate 3 resources, money and
the
> materials, although in reality this would also encompass the

> transport.

Yep. And here's where the paperwork starts to accumulate; with only three
systems and eighteen ships it isn't too bad, but when you get a score of

systems and hundreds of ships it is. It gets even worse when freighters take
multiple campaign turns to reach their destinations (eg. if it takes 2
campaign turns for a freighter to move from system A to system C), since

then you also need to track the progress of the cargo.

This is *very* similar to Imperial StarFire - with the added complexity
of having to juggle multiple resource types instead of just one. Sure, no
individual piece of paperwork is difficult - it's just that there is so
*much* of it after a while :-(

Regards,