From: Tony Wilkinson <twilko@o...>
Date: Thu, 20 Jan 2000 22:23:32 +1100
Subject: Professionalism and Quality in FT terms (long)
G'day all,
I have been thinking about Beth's quality survey and how it might be used in
FT games. These a rough ideas (do I have any other kind) and there is still
much to be worked out particularly with regards to costings.
CREW QUALITY: The difference in crew quality I think is most likely going to
show itself in damage control. A good crew will be able to keep their ship in
a fight longer than a poor crew.
Example. Grade 1 crews need 3 repair teams to be able to do a repair roll and
even though 3 teams are involved the repair is only sucessful on a 6. Grade 2
crews need 2 teams to attempt a repair succeding on a 6. A third team may join
them needing a 5 or 6 to be sucessful Grade 3 crews test as per the rules.
Grade 4 crews test each repair team were 2 normal teams ie needing 5 or 6 to
be sucessful. A second team may join in the repair but may not improve the
roll needed above 4, 5 or 6 for success. Grade 5 crews are gods and each team
needs a 4, 5 or 6 for success. Repair teams may not pair up. All repair teams
regardless of grade may only attempt to repair one ship system per turn.
Crews are costed as follows; Grade 1 (-3 pts), Grade 2 (-1 pt),
Grade 3 (0
pts), Grade 4 (+1 pt), Grade 5 (+3 pts); for each Damage control party
on the ship. The total points cost is added to the ship cost. (Grade 1 crews
become a discount to their owners (which is just as well) whilst top crews
begin to cost. Also a top crew will still die but they will be able to inflict
considerably more damage before they do. Average crews are unaffected.)
I don't like the idea of improving the "to hit" chances of a fleet because of
the difficulty in fairly costing such abilities. It might be ok to use
the above points values (-3,-1,0,+1,+3) and multiply them by the Mass of
the ship given over to weapons (excluding shields, engines, senors, etc) and
giving the following abilities;
Grade 1: 4's miss and 6's do 1 point of damage for beams, SM's and PT's do
-1 pt of damage.
Grade 2: 6's do 1 pt, SM and PT as normal Grade 3: as normal Grade 4: 5's do 2
pts damage, SM and PT as normal
Grade 5: 3's do 1 pt, 5's do 2 pts, SM and PT do +1 damage
Fighter qaulity: Assume all groups begin as turkeys at half cost. Grade 1
crews may not upgrade any fighter group Grade 2 crews may upgrade half fighter
groups to average at double cost (this is the normal cost given in the rules)
Grade 3 may upgrade all fighter groups to average Grade 4 may upgrade all
groups to average and half the groups to ace at 3 times cost (150% of costs in
rules) Grade 5 may upgrade all crews to average or Ace.
PROFESSIONALISM: Really I think this is going to show most in morale.
Fleet Morale: I really do think that Mission Motivation (like in SG) needs to
be considered. You might get a table like this showing the casulaties a fleet
will accept before breaking off
Level Grade 1 2 3 4 5
Low 15% 20% 25% 30% 35%
Medium 40% 45% 50% 55% 60%
High 60% 65% 70% 75% 80%
Ship Morale: Ships would test for striking the colours when they lose a or
core system. Ships strike on the following roll;
Grade 1:- 3,4,5,6
Grade 2:- 4,5,6
Grade 3:- 5,6
Grade 4:- 6
Grade 5:- 6 but only if life support is down.
Fighter Morale: Fighter groups test for morale with the following modifiers;
Grade 1: -2 (even a full group needs a 4 to attack)
Grade 2: -1
Grade 3: 0 (as per the normal rules)
Grade 4: +1
Grade 5: +2
LEADERSHIP: Compare the ratings of the commanding officers of each fleet. The
player with the highest rated commander subtracts the opponents leader value
from the value of their commander. This difference is the number of offensive
chits the player with the higher value leader gets. The offensive chits can be
used to;
1) move a ship twice (but not fire) 2) Fire a single ship twice (but not move)
3) conduct an extra round of repair rolls on a single ship 4) seize the
initiative
When each chit is used is put to one side and cannot be used again. You could
add up the values of all the ship captains in ech fleet and compare the
results but this is likely to give you a large number of chits to use. You
might set the number of chits per game at say 10 with each player getting a
number equal the value of his commander, extras being discarded. When the
chits are used they are not put to one side but are handed over to the
opposing player who can then use them as if they were
his/her own.
RELIABILITY: This is really only going to be used in campaign games if at all.
Probably the easiest way is to multiply the reliability value by 20% this
giving a percentage chance out of 100% that the ship will be operational
(could also be applied to fighter groups) each turn. If the ship fails the
roll then it must return to port for one turn and test again at the start of
the new turn. Fighter groups would remain on station and simply be unavliable
for battle.
If you use this then the cost of start up ships/fighters should
be discounted by the same amount ie a nation that has 60% reliability will
purchase the ships it begins with at 60% of the calculated cost. All ships
built during the campaign will be at full value.
Now that I have bored you all throughly I will go off and think of something
else (oh no). I hope some of the ideas might be useful.
Wilko.