From: hal@b...
Date: Thu, 6 Feb 1997 00:24:40 -0500
Subject: Re: Rearming Fighters...
> My house rule is to give one deck crew for each hanger bay on a My thoughts on this toic is such that rearming is dependant upon what the "timescale" is per "turn". If each turn is 30 seconds, then it isn't much time to rearm the fighters. On the other hand, if each turn is 10 minutes, then 2 turns is all it should take if one uses conventional aerofighter times... All in all, my amendment to Brian's idea is that you add +1 to each turn it takes to arm the fighters past the first. Thus, the second turn would be a roll of 1d6+1, the third turn would be 1d+2, etc until a modified 6 is rolled. Veteran deck crews might get a +1 to die rolls, normal deckcrews get no mods, and green crews get an initial -1 (thus insuring that they can never get a fighter out in 1 turn!). One other "subject" to tack on to this post... Some time back, I mentioned some shipbuilding times for "campaign" rules. A thought struck me as I was re-reading them last night <ouch!>. The US was able to gear up into a high wartime production rate, but the US is still unable to recover from the debt that saddled us with! In campaign games, how does one account for a world that has only 1 million people on it, trying to build capital class ships... quickly? What I would suggest the game designer attempt to do, is quantify the "volume" involved in a one "mass" unit. For now, I am looking at the idea that it takes 1 person per 20 to produce food for the population. I am looking at the idea that it takes maybe 9 people in 20 to maintain normal day to day economic activities, leaving 10 people out of 20 to "specialize" in specific activities. Thus, you might have 5 people out of 20 specialize in metal production (raw materials), 2 people specialize in electronic production, and 3 people in shipbuilding production. You need 2500 people per 1 mass of ship being built per week. What I need to do now, is quantify what the "output" per mining person is, what the output per electronic production will be, and so on and so forth. This is a bare skeleton of production related to population figures. Does anyone remember the computer game REACH FOR THE STARS or the board game STELLAR CONQUEST? In those games, the population supported factories, and produced production points. It didn't matter how much population you had if you didn't have enough factories, nor did it matter how many factories you had, if you didn't have enough people to man them... In all, that is kind of what I would like to see in a campaign type game...