From: Michael Blair <amfortas@h...>
Date: Mon, 22 Mar 2004 12:39:29 +0000 (GMT)
Subject: Re: Ship Building
When we played a campaign with the old FT II system we had some fairly simple shipyard rules. Each player started with four 'slipways' on his orbital shipyard. An escort took one slip, a cruiser two and a capital ship four. Building time then was one turn per point of mass. I ended up using graph paper to record what was being built which worked quite well. You could also build more slipways - and each of those had an SSD in case someone tried a shipyard attack. One was but my two BB sized monitors drove of the attackers though it was a close run thing. It was possible to use a tug to move a slipway to a new system or to build one from scratch but this was expensive and not every would was capable of doing so. There was some demand for being able to build ships on a planets surface but I did not like this idea and as I wrote the campaign rules this was 'disincentivised'. It worked but there were a few problems. On the whole the campaign rules were too complicated, at times the game resembed an accountancy exercise when you tried to keep track of production points - which could be moved by ship.