From: db-ft@w... (David Brewer)
Date: Mon, 28 Apr 1997 10:38:36 -0400
Subject: Scenario generation and game-balance stuff, a continually evolving thread that started with the Kra'Vak
In message <Pine.LNX.3.91.970427133942.25561A-100000@swob.dna.fi> Mikko > Kurki-Suonio writes: ...Elite? I remember Thargoids, or, as we called them, "Alien artifacts". A complete scenario generator is, of course, always going to be PSB-dependent. Particularly for "Fleet Actions in Deep Space", as the sub-title reads. > Ok, maybe it's not possible in background X, but think about this: How > are useless. If you want to stop someone getting someplace, your only That's not so good, but still, we are taking about fleet actions, such as you've already demonstated as a safe proposition. All the more PSB-depedent other actions can be tacked on later. > But, if we assume that FTL is only there to justify interstellar wars Bingo. See FT section on FTL use. I think this can be used as a default assumption. > - FTL jump range is limited. At certain intervals you must stop to ...Well, we can always fit the go-anywhere Lucas drive... > > Can we say that the defender can pick the "terrain" such How much dug-in bonus can the defender actually get? We might allow a planet to provide some sort of static offensive capability, but we have no rules for this as yet. [...Ortillery bombardment of missile launchers etc...] So a default assumption might be that we have an undefended and uniteresting colony world. I can't see too many bonuses accruing. This is a problem, perhaps, since it follows that if terrain placement has no tactical value then it fills no game-role except to provide a slight degree of variety at the defders whim. > > Can we allow fleets to plan a mid-game FTL-arrival Not if you can "micro-jump" easily within the system. We have rules for FTL entry in FT, so we could just chuck them in. Flank arrival in normal space seem more problematic, since it could lead to off- table combat. > > If a small ship can carry it, so could a large one, so I'm > Sure you can mount them on all ships, but are you really going to risk > your big ships by getting close enough to use their systems? In fact, Hmmm... bit of an absurdist example. I understand the point tho'. > Couple this with a bit of torp paranoia, and you have the smaller > "over" them. Each ship class has a functional use within battle again. I'm not sure about this analysis. The annihilator ships are more likely to go straight for the heavies than fight amongst each other. Indeed, they'd resolve into annihilator missiles, a mass-2 Thrust-8 boat with the AT. The heavies would probably be more interested in shooting them than shooting "over" them. > > My gut feelings are against it. There's some balancing that can Well, it's often said that an A should mass at 4, rather than 3, and has a basic value of 2 B's. You may not agree (I can't recall if you've passed any opinion). Your simpler system gets you something better than A (4-2-1) for 2 B-equivalents without any fear that a poor threshold role with lose you your weapon. > > How many needle attacks do you want? I suppose a Capital could Hmmm... I may have mistated the needle firecon rule somewhere down the line. I thought it was implicit that this too would be a trait of a needle firecon, that you could direct any number of beams at one system. I can't recall if Scott posted this idea on the list. You doubled the range to the target, threw the appropriate number of dice (thus a-B-and-a-C at 0-6 give you three dice) but using different die-size depending on the target screening. 12-on-d12 for three screens, 10-on-a-d10 and down to 6-on-a-d6 for two down to no screens. The die-size thing is ugly (maybe change for rolling a 6-on-a-d6, then throw above screen number) and I'd drop A's from the rule, but it gives a new use for beams, with defence based on screens. You get a new tactical choice without having to design a specific fleet around it like an exercise in CCG deck-building. > Or... merge C's and PDAFs into close defense batteries, merge needles I'd give C's all three capabilities. A's would likely still be the weapon of choice for proper ships-of-the-line (ignoring missiles), B's for smaller craft. Everyone would get C's. The danger (IMHO) lies in huge fleets of large B-toting ships that burn your drives out ASAP. > > So... what you're saying is that you don't want to game in a So you add the time factor. Didn't I metion that, somewhere along the line? That the objective expires? I'm sure I did.