This would be for a variant rules set for a TCS type campaign.
"Turn" becomes a more loosely defined concept in this game.
Each fleet would get a "Squadron Dexterity" rating based on its M-drive ratings, tactics skill levels, admin skill levels, and fuel reserves. Fleets that are mostly out of fuel will have poor Dexterity ratings.
Each fleet would also get a "Squadron Initiative" rating based on its fighter screens, sensor platforms, computer ratings, leadership skill levels, and strategy skill levels.
Extended system generation rules (from Scouts, First In, TNE, whatever) would be used to flesh out the worlds in a given system.
Actual locations of the star and the worlds in their orbits will be determined as a function of time. Points where folks are most likely to jump in based on what hex they came from can be determined.
The key locations of the star system can then be abstracted out into a special operational map in order to obviate the need for a massive tactical map. The travel time to and from the various locations can be worked out and so forth.
Fleets that are jumping to the same system on the same turn don't really get there at the exact same instant. A contest of Squadron Dexterity is rolled... and the one that wins arrives first and has more time to refuel, scout the system, prepare picket lines, and so forth. Squadron Intitiative checks are used to determine the effects of surprise and so forth... and determine the initial set-ups of any combat scenarios.
Flame wars about Jump Masking and Jump Flashes will ensure that this game is never fully developed or played.
"Turn" becomes a more loosely defined concept in this game.
Each fleet would get a "Squadron Dexterity" rating based on its M-drive ratings, tactics skill levels, admin skill levels, and fuel reserves. Fleets that are mostly out of fuel will have poor Dexterity ratings.
Each fleet would also get a "Squadron Initiative" rating based on its fighter screens, sensor platforms, computer ratings, leadership skill levels, and strategy skill levels.
Extended system generation rules (from Scouts, First In, TNE, whatever) would be used to flesh out the worlds in a given system.
Actual locations of the star and the worlds in their orbits will be determined as a function of time. Points where folks are most likely to jump in based on what hex they came from can be determined.
The key locations of the star system can then be abstracted out into a special operational map in order to obviate the need for a massive tactical map. The travel time to and from the various locations can be worked out and so forth.
Fleets that are jumping to the same system on the same turn don't really get there at the exact same instant. A contest of Squadron Dexterity is rolled... and the one that wins arrives first and has more time to refuel, scout the system, prepare picket lines, and so forth. Squadron Intitiative checks are used to determine the effects of surprise and so forth... and determine the initial set-ups of any combat scenarios.
Flame wars about Jump Masking and Jump Flashes will ensure that this game is never fully developed or played.
