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Trillion Credit Squadron

Anyone ever thought about a play-by-post TCS tournament here on the forum?

Might be fun...

Maybe Billion Credit Squadron instead, for simplicity's sake.
 
Anyone ever thought about a play-by-post TCS tournament here on the forum?

Might be fun...

Maybe Billion Credit Squadron instead, for simplicity's sake.
 
Sigg, that would be a good idea. Admin can be a pain. "Would be nice if" players could resolve their various battles without a referee. The game could possibly move quite smoothly that way... maybe.

Also "would be nice" to have an evolving list of designs -- all designs listed, and people's votes on effectiveness, economy, efficiency, whatnot. I learned the hard way once how a sqadron of well-designed 24 or 25-ton fighters can beat the daylights out of a few hundred badly designed 10-ton fighters...

Random, are you thinking about simply a stand-up fight, rather than a drawn-out Islands-like campaign? Build a squadron, duke it out, learn some lessons, build a better squadron, and try again?
 
Sigg, that would be a good idea. Admin can be a pain. "Would be nice if" players could resolve their various battles without a referee. The game could possibly move quite smoothly that way... maybe.

Also "would be nice" to have an evolving list of designs -- all designs listed, and people's votes on effectiveness, economy, efficiency, whatnot. I learned the hard way once how a sqadron of well-designed 24 or 25-ton fighters can beat the daylights out of a few hundred badly designed 10-ton fighters...

Random, are you thinking about simply a stand-up fight, rather than a drawn-out Islands-like campaign? Build a squadron, duke it out, learn some lessons, build a better squadron, and try again?
 
I don't know what I was thinking. :D

Whatever people think is fun or interesting. I certainly wasn't volunteering to run it. Just throwing the idea up into the air, because it sounded like it would be fun to me.

Honestly, I haven't even read the TCS book all the way through yet.
 
I don't know what I was thinking. :D

Whatever people think is fun or interesting. I certainly wasn't volunteering to run it. Just throwing the idea up into the air, because it sounded like it would be fun to me.

Honestly, I haven't even read the TCS book all the way through yet.
 
The biggest problem would be running the combats, with all the ships/fighters you can get in a full-size TCS game, even if it's just a TCS tournament.

I would agree that starting small with a BCS tournament and then working up would be best.
 
The biggest problem would be running the combats, with all the ships/fighters you can get in a full-size TCS game, even if it's just a TCS tournament.

I would agree that starting small with a BCS tournament and then working up would be best.
 
Here's my "fleet" for Billion Credit Squadron.

MB-A166692-570000-00009-0 MCr 936 1,400 tons
TL 15, Crew = 24, Cargo = 5.5, Agility = 5
 
Here's my "fleet" for Billion Credit Squadron.

MB-A166692-570000-00009-0 MCr 936 1,400 tons
TL 15, Crew = 24, Cargo = 5.5, Agility = 5
 
TCS by mail is a long term game. I was involved in one over 10 years ago. I barely remember the details, but I know at the time the game folded I was maneuvering deep space fuel depots to help me get across the rift from the Tobia area to the Islands and inevitably across the Rift.

It's a lot of work because, at the TCS scale, you have a lot of bloody ships involved, and a lot of checking of designs to make sure they're legal. Throw in campaign aspects ala the Island campaign, and you start getting VAST amounts of money but you're looking at looonnggg build times.

I think it would be interesting to see some play by plays if a couple of folks just decided to do a tournament style TCS: 1,000,000MCr, 2 dice, 1 pencil, and a big stack of index cards. It would be interesting to see a play by play if two folks decided to throw their fleets at each other in a "Fancy meeting you here! Let's dance!" kind of scenario.

I think it can be played pretty safely over chat or IRC, with some kind of dice rolling thing (I know these exist somewhere, but no details). I don't recall a referee really being needed. And despite the numbers of ships, given the nature of HG combat, I suspect it ends or stalemates pretty quickly.

The detail with HG is that the game is pretty much decided at design time, since there isn't a lot of maneuver in the game. Most battles should be decided within the first couple of rounds, if not necessarily completed to exhaustion.
 
TCS by mail is a long term game. I was involved in one over 10 years ago. I barely remember the details, but I know at the time the game folded I was maneuvering deep space fuel depots to help me get across the rift from the Tobia area to the Islands and inevitably across the Rift.

It's a lot of work because, at the TCS scale, you have a lot of bloody ships involved, and a lot of checking of designs to make sure they're legal. Throw in campaign aspects ala the Island campaign, and you start getting VAST amounts of money but you're looking at looonnggg build times.

I think it would be interesting to see some play by plays if a couple of folks just decided to do a tournament style TCS: 1,000,000MCr, 2 dice, 1 pencil, and a big stack of index cards. It would be interesting to see a play by play if two folks decided to throw their fleets at each other in a "Fancy meeting you here! Let's dance!" kind of scenario.

I think it can be played pretty safely over chat or IRC, with some kind of dice rolling thing (I know these exist somewhere, but no details). I don't recall a referee really being needed. And despite the numbers of ships, given the nature of HG combat, I suspect it ends or stalemates pretty quickly.

The detail with HG is that the game is pretty much decided at design time, since there isn't a lot of maneuver in the game. Most battles should be decided within the first couple of rounds, if not necessarily completed to exhaustion.
 
I ran a play by email TCS-style game around 92 or 93. It was set in the Fifth Frontier War and each player had a billion credits to set up a small fleet, but they had to split that over a number of tasks over a whole subsector, so we never did have a large fleet action.

The nearest historical comparison to the game we played would be the Royal Navy tracking down the German commerce raiders in the Indian Ocean and the Pacific in WWI, so each player had a lot of small task groups that they sent out to different systems to track down (and hopefully pin) the enemy. I set it in the subsector between Regina and Lanth (Vilis? I don't have my books to hand), so that they were between the main Zhodani thrust at the Spinward Main and the Sword Worlds front - they also had that mini-gulf at their backs so the 'playing area' was somewhat restricted, allowing the opposing players to come together fairly quickly, but still giving them enough options to preserve some fog of war.

It worked quite well, although it ran quite slowly. If I remember correctly, we ran two game weeks per real week, so you could send out a task group and get information back in time for your next set of orders. Because the players were effectively Admiral level, they didn't know what happened at individual ship level unless either the task group reported back, or it was their flagship that was involved.

I hope this helps.

Cheers

David
 
I ran a play by email TCS-style game around 92 or 93. It was set in the Fifth Frontier War and each player had a billion credits to set up a small fleet, but they had to split that over a number of tasks over a whole subsector, so we never did have a large fleet action.

The nearest historical comparison to the game we played would be the Royal Navy tracking down the German commerce raiders in the Indian Ocean and the Pacific in WWI, so each player had a lot of small task groups that they sent out to different systems to track down (and hopefully pin) the enemy. I set it in the subsector between Regina and Lanth (Vilis? I don't have my books to hand), so that they were between the main Zhodani thrust at the Spinward Main and the Sword Worlds front - they also had that mini-gulf at their backs so the 'playing area' was somewhat restricted, allowing the opposing players to come together fairly quickly, but still giving them enough options to preserve some fog of war.

It worked quite well, although it ran quite slowly. If I remember correctly, we ran two game weeks per real week, so you could send out a task group and get information back in time for your next set of orders. Because the players were effectively Admiral level, they didn't know what happened at individual ship level unless either the task group reported back, or it was their flagship that was involved.

I hope this helps.

Cheers

David
 
That sounds like a good way to run things, David. I especially like the idea that the player is the "Admiral" and only knows and controls what he/she would know in that role, at that place and time.

How did you resolve combats where a human player was not involved? I have been working on a fleet combat system based (loosely) on the Abstract Combat System in Mercenary (LBB4) for such situations but I've not quite finished it yet. What did you do?

Oz
 
That sounds like a good way to run things, David. I especially like the idea that the player is the "Admiral" and only knows and controls what he/she would know in that role, at that place and time.

How did you resolve combats where a human player was not involved? I have been working on a fleet combat system based (loosely) on the Abstract Combat System in Mercenary (LBB4) for such situations but I've not quite finished it yet. What did you do?

Oz
 
Hi Oz,

> That sounds like a good way to run things,
> David. I especially like the idea that the
> player is the "Admiral" and only knows and
> controls what he/she would know in that role,
> at that place and time.

It worked very well, and I've used it a couple of times in WWI/Ironclad naval wargames campaigns since then. The time lag between things happening and the staff hearing about it and reacting created a good deal of the character of the game - especially for those players who moved their flagship/staff HQ around, so the independent task groups had to then search for their command to verify or change their strategic orders. There was quite a steep learning curve at the beginning though, before the players got the hang of quite how much detail their orders to their subordinates had to contain...

> How did you resolve combats where a human
> player was not involved? I have been working on
> a fleet combat system based (loosely) on the
> Abstract Combat System in Mercenary (LBB4) for
> such situations but I've not quite finished it
> yet. What did you do?

We only had small unit actions - the largest one I think was four frigates on one side and three similar ships on the other, so I played them out using Mayday, or book 2 against one of the players from my local club (none of them were in the game).

I'm not sure what we would have done with a bigger fleet action, but I guess we would have had a megagame at the club, with several players a side and umpires.

Cheers

David
 
Hi Oz,

> That sounds like a good way to run things,
> David. I especially like the idea that the
> player is the "Admiral" and only knows and
> controls what he/she would know in that role,
> at that place and time.

It worked very well, and I've used it a couple of times in WWI/Ironclad naval wargames campaigns since then. The time lag between things happening and the staff hearing about it and reacting created a good deal of the character of the game - especially for those players who moved their flagship/staff HQ around, so the independent task groups had to then search for their command to verify or change their strategic orders. There was quite a steep learning curve at the beginning though, before the players got the hang of quite how much detail their orders to their subordinates had to contain...

> How did you resolve combats where a human
> player was not involved? I have been working on
> a fleet combat system based (loosely) on the
> Abstract Combat System in Mercenary (LBB4) for
> such situations but I've not quite finished it
> yet. What did you do?

We only had small unit actions - the largest one I think was four frigates on one side and three similar ships on the other, so I played them out using Mayday, or book 2 against one of the players from my local club (none of them were in the game).

I'm not sure what we would have done with a bigger fleet action, but I guess we would have had a megagame at the club, with several players a side and umpires.

Cheers

David
 
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