On Mon 12 May, Erik Rutins wrote:
> Sean:
>
> Thanks again for reading through the whole set and for your comments.
>
Your welcome. I won't be able to give much more help, got to do some study!
> > I still think that aircraft detachments should be able to scout one
> > detachment per aircraft remaining in the detachment, after all AA
> > and interceptions have been resolved.
>
> Okay, how would that work in this example:
>
> 4 detachments in the scouted territory.
> 2 aircraft in two detachments survive to the scouting rolls.
>
> Under the current system, you would roll two dice for each detachment.
>
> Under your system you would roll two dice for each detachment, but once
> you had successfully scouted two detachments, you would not be able to
> scout any more? (or would you only get to choose two of the four
> detachments, then roll to see if the scouting is succesful)
>
No I mean that if you had 4 detachments in territory and 8 surviving
scounting aircraft, you would only get 4 rolls (one per detachment).
If there were only 2 surviving scout aircraft then the scouting player
would only get one roll each for two detachments.
> > You could also have a random factor of the high command demanding you
> > do such and such to reveal pressure on other sectors of the world.
> Note
> > I think of you campaign as being a sector of planet, rather than a
> > complete world.
>
> FANTASTIC concept/idea and I definitely want to add it, though more in
> the timeframe as above. This would also have to be carefully balanced,
> I think, to make sure that the campaign didn't give players too much of
> a feeling of being out of control. The victory should be challenging
> to earn, but not frustrating/disappointing (it is a game, after all...)
> so we need to look at these carefully. A definite for the add list,
> though.
>
> I like the 'push' idea. I'm starting to wonder, though, if perhaps the
> scope of these random events should be smaller, but we should also give
> the player a certain amount of 'pull' with the higher ups. This could
> be exercised during the campaign, for instance:
>
> You can trade VPs for influence points (IP) on a 1:1 basis.
>
> 1 IP = 1 250 point detachment from Strategic Reserve is allocated to
> your sector for one turn only. It may be drop ship or airborne. If
> ground based, it enters at the beginning of the turn on any friendly
> territory in your second or third line of resistance and may
> participate in the turn as normal.
>
> 2 IP = 1 Orbital Bombardment Priority. For a given territory on a
> given turn, you are considered to have the equivalent of 4 Orbital
> Bombardment Fate Cards. You may choose the territory at the beginning
> of the Battles phase.
>
> etc...
>
I think that is great idea. I put the idea of the 'High Command' to
promote discussion, not to put up specific ideas.
--
Sean Smith
Home - Seans_at_...
--
Received on Mon May 12 1997 - 19:13:20 UTC