brennanraj
SOC-1
Hi All,
my long term gaming friends have decided that after a break of 15 years we should
return to TCS and run a 3rd campaign. Each has been set in the Islands Cluster
but the rules have evolved each time:
1st Campaign - used almost unmodified HG2/TCS (ie with Striker nukes, JTAS HG suggestions and computers 10% of HG2 size/power)
2nd Campaign - used a "fast-play" version of HG2 that I developed based on likely optimal designs at each TL, a requirement for squadrons and standardized fleet orders eg raid, strike etc a little more like FFW, more detailed in-system operations. More detailed MT-WBH style system specifications.
Now what I'd like is your suggestions for v3?
We have already decided to go back to having HG2 design, ideally unmodified but maybe with some tiny mods. Personally I think that some small tweaks to the HG2 _combat_ system could make the range of optimal ships wider but even more importantly I want in-system operational issues, surface combat and surface-interface issues (a bit inspired by Imperium) to be more important.
All of this is to stretch the ship designs more than basic TCS/HG combat to ensure that more balanced (and more canon-like) ships are more viable. Eg PA spinals should have some role (IMO). OTOH I am perfectly happy with fighters not being line of battle craft.
Oh I'm thinking of bumping all the Island Clusters TLs up by 1 and knocking a 0 off the budgets to keep things a bit more manageable.
So, what do you think?
rgds
rob brennan
my long term gaming friends have decided that after a break of 15 years we should
return to TCS and run a 3rd campaign. Each has been set in the Islands Cluster
but the rules have evolved each time:
1st Campaign - used almost unmodified HG2/TCS (ie with Striker nukes, JTAS HG suggestions and computers 10% of HG2 size/power)
2nd Campaign - used a "fast-play" version of HG2 that I developed based on likely optimal designs at each TL, a requirement for squadrons and standardized fleet orders eg raid, strike etc a little more like FFW, more detailed in-system operations. More detailed MT-WBH style system specifications.
Now what I'd like is your suggestions for v3?
We have already decided to go back to having HG2 design, ideally unmodified but maybe with some tiny mods. Personally I think that some small tweaks to the HG2 _combat_ system could make the range of optimal ships wider but even more importantly I want in-system operational issues, surface combat and surface-interface issues (a bit inspired by Imperium) to be more important.
All of this is to stretch the ship designs more than basic TCS/HG combat to ensure that more balanced (and more canon-like) ships are more viable. Eg PA spinals should have some role (IMO). OTOH I am perfectly happy with fighters not being line of battle craft.
Oh I'm thinking of bumping all the Island Clusters TLs up by 1 and knocking a 0 off the budgets to keep things a bit more manageable.
So, what do you think?
rgds
rob brennan