Tech Levels in FT/MT

6 posts ยท Apr 4 1997 to Apr 4 1997

From: Mike Wikan <mww@n...>

Date: Fri, 4 Apr 1997 05:56:39 -0500

Subject: Tech Levels in FT/MT

Our Campaign Tech levels are as such:

TL1: C Batt, Submunition Rack, Hulls up to Mass 22,
TL2: B Batt, Missile (Basic), Minelayers, Shield-1, Hulls to Mass 32,
PDAF TL3: A Batt, Missile (EMP), Basic Fighters, Pulse Torpedo, Hulls to mass
50, ADAF, Needle Beams TL4: AA Megabatteries, Advanced Fighters, Wave Gun,
Hull to mass 70, Missile (Needle)
TL5:Dual  Combination Fighters (ex:Fast-Heavy), Nova
Cannon, Cloaks, Reflex fields, Any Hull size

Everyone started out at TL1 for setup with 10,000 points to build his
entire fleet (including Orbital Shipyards/defenses) A player could
pay a one time fee at startup to boost his tech level by paying 1,000 credits
per level (combined). So, for instance, if a player wanted to
start at Tech 3 he paid 5,000 of his 10,000 startup money.(TL2-2,000
+ TL3-3,000) Obviously, players only Buy advanced tech at startup
after careful consideration. Every turn (month) players receive 1,000 credits
for his homeworld plus 300 credits per colony plus 100 credits per outpost as
revenue. the player then pays a flat fee of 10% of the ship's build cost as a
maintenance fee to support his fleet. In order to advance Tech levels during
the game, a player pays an amount equal to the Tech level x 1,000 to advance
and the Tech
level becomes available after 1d6+TL months.
So far, it is working rather well!!

From: Mike Wikan <mww@n...>

Date: Fri, 4 Apr 1997 09:58:51 -0500

Subject: Re: Tech Levels in FT/MT

> How many players did you have involved in this campaign? What kinds

We have 4 players. You start with a Homeworld, 2 colonies and 2 outposts. With
a 10,000 pt fleet all of your homeworld's monthly resources go to it's upkeep
(10% of 10,000 pts.) It helps constrain player fleet building to manageable
levels while he considers upgrading his tech. We also do FTL movement at the
Thrust value of the slowest ship in a task force. (i.e. a Thrust 2 Carrier
moves 2 hexes per day.) This makes light Raider units difficult to stop unless
you deploy light, fast units yourself. It keeps the fleet unit balance pretty
mixed.

From: Mike Wikan <mww@n...>

Date: Fri, 4 Apr 1997 10:55:54 -0500

Subject: Re: Tech Levels in FT/MT

Sorry! I meant MONTH not day!! I was coordinating our Company
Paintball game on Monday while typing e-mail! We use initiative rolls
and each player moves one Task Force counter each in rotation until all
players have finished. We resolve all Hex level intercepts by giving the
player with the highest thrust fleet the option of disengaging before combat.
(we move that player 1 hex away from contested hex)

From: Win Baker <WinB@D...>

Date: Fri, 4 Apr 1997 12:15:35 -0500

Subject: RE: Tech Levels in FT/MT

That sounds suspiciously similar to a Win95 game that came out a few years
ago. I don't recall the name, but you had different classes of ships including
"colony" ships that could carry enough cargo to build an outpost or a colony.
At the end of each turn you received your revenue minus the amount needed to
maintain your fleet. One interesting note was that you could "disband" a ship
(i.e., it's gone) without regard to the crew, equipment, whatever. This would
only be used if revenues were failing and you needed new capital. It was a
great game.

Win

> ----------

From: Jon Davis <davisje@n...>

Date: Fri, 4 Apr 1997 14:09:42 -0500

Subject: Re: Tech Levels in FT/MT

> Mike Wikan wrote:

It sounds like a fun system to use. (Keep It Simple Stupid) It still offers
individual designs, but without the elaborate economics of other campaign
systems I've seen posted.

How many players did you have involved in this campaign? What kinds of initial
starting numbers of planets, colonies, outposts did you have per player?

From: Jon Davis <davisje@n...>

Date: Fri, 4 Apr 1997 15:30:45 -0500

Subject: Re: Tech Levels in FT/MT

> We also do FTL movement at the Thrust value of

I need some clarification.

Are you using daily turns or monthly turns?   In other words, how
do handle strategic movement in your campaign? Is it simultaneous movement
plots or some other method?