Dramatic SFB: SFBdrama Digest, Vol 9, Issue 6

Gregory Flusche shagrat1960 at gmail.com
Wed Oct 11 15:13:30 PDT 2017


Hidden mines.

I like hidden mines. They can be a pain when playing simply that you forget
were they are. Now SFBOL has a Hidden feature. I can place my mine are my
opponent can. We know were we placed are mine and can see it. The other
player can not. That takes care of a lot of the problems.

Now the hard part. I know that all of the players i play with on SFBOL are
and have been very fair and wonderful players, I have had no trouble with
there Integrity. You can say he put the mine elsewhere and moved it. That I
feel will not happen with the class of players we have here. I did have
problems with that many years ago with a face to face player. It did not
take long before we would not play with that person.

So all in all I would prefer to use Hidden Mines. Unless some one can give
me a reason why we should not.

On Wed, Oct 11, 2017 at 5:36 PM, <sfbdrama-request at lists.mattnet.org> wrote:

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> Today's Topics:
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>    1. Re: Campaign Tweaks (Ann Monaghan)
>    2. Re: Campaign Tweaks (ken)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Tue, 10 Oct 2017 23:40:15 -0400 (EDT)
> From: Ann Monaghan <lemay.frank at bell.net>
> To: Matthew <matt at mattnet.org>, ken <kengulnar73 at yahoo.com>,  Matthew
>         via SFBdrama <sfbdrama at lists.mattnet.org>
> Subject: Re: Dramatic SFB: Campaign Tweaks
> Message-ID:
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> Message: 2
> Date: Wed, 11 Oct 2017 00:46:58 -0400
> From: ken <kengulnar73 at yahoo.com>
> To: Ann Monaghan <lemay.frank at bell.net>, Matthew <matt at mattnet.org>,
>         Matthew via SFBdrama <sfbdrama at lists.mattnet.org>
> Subject: Re: Dramatic SFB: Campaign Tweaks
> Message-ID: <2g1cg5735gwos9rvw4sj3di1.1507697218051 at email.android.com>
> Content-Type: text/plain; charset="utf-8"
>
>
>
> It may be an "optional" rule, but my point is that you can't have a rule
> enforced only part of the time. Either we all use hidden mines, or nobody
> does. You can't expect someone to enter a scenario expecting some tool to
> be in his arsenal,? then at the start of the battle say " oh I don't want
> you to use that" .
>
> Admiral Ken?
>
>
> Sent on a Sprint Samsung Galaxy Note? 3
>
> -------- Original message --------
> From: Ann Monaghan <lemay.frank at bell.net>
> Date: 10/10/2017  11:40 PM  (GMT-05:00)
> To: Matthew <matt at mattnet.org>, ken <kengulnar73 at yahoo.com>, Matthew via
> SFBdrama <sfbdrama at lists.mattnet.org>
> Subject: Re: Dramatic SFB: Campaign Tweaks
>
>
>
>   Ken,
>
>   Hidden TBs is an optional rule while ECM is an advanced rule.
>
>   I'm thinking apples & oranges here........... ?
>
>   Looks like I am 0 for 2, no Y150 start and Hidden TBs is used.
>
>   This is really not a good week for me .? ??
>
>   Cheers
>
>   Frank
>
>
>    ---------- Original Message ----------
>
> From: ken <kengulnar73 at yahoo.com>
>
> Date: October 10, 2017 at 7:41 PM
>
>
>
>
>
>     I really think that this should be an all or none issue. I do not like
> the idea that a player can choose to not use a rule that they dont like.
> Next will be the players who feel ecm should be an optional rule and they
> shouldn't have to play against it cause they dont like it.
>
>
>     Hidden mines is especially important for races like the early
> Romulans, you are not very likely to hit with that juicy nsm if I know
> where you put it.
>
>
>
>
>
>
>     Admiral Ken?
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>      Sent on a Sprint Samsung Galaxy Note? 3
>
>
>
>
>
> -------- Original message --------
>
> From: Ann Monaghan via SFBdrama <sfbdrama at lists.mattnet.org>
>
> Date: 10/10/2017 6:54 PM (GMT-05:00)
>
> To: Matthew <matt at mattnet.org>, Matthew via SFBdrama <
> sfbdrama at lists.mattnet.org>
>
> Subject: Re: Dramatic SFB: Campaign Tweaks
>
>
>
>
>    Looks good Matt !
>
>    My only request is to change up the Hidden TB rule.
>
>    Make it an option where both Admirals must agree to use hidden TBs, if
> one says no, then hidden TBs is not used.
>
>    Thanks.
>
>    Cheers
>
>    Frank
>
>
>
>
>     ---------- Original Message ----------
>
> From: Matthew via SFBdrama <sfbdrama at lists.mattnet.org>
>
> Date: October 10, 2017 at 12:59 AM
>
>
>
>  I have a bit of an outline for the structure of the campaign I want. This
> has driven the initial version and continues to guide me with this
> campaign. Additionally, there are some tweaks that have been in the
> planning for this iteration for the last [couple/several] months. Finally,
> I cover some of the startup variations available, which really drive the
> flavor of the new campaign when compared to the previous one.
>
>
>
>
>     Structure first:
>
>  - No Map
>
>  This means borders are an abstraction. Wonder how a Klingon can find a
> border with the Gorn? They must have met in the middle while carving out
> Fed turf or worked around the Feds.
>
>
>
>  It gives the players alot of flexibility on controlling their borders.
> Don't worry that completely shutting down a border hurts you too. If you're
> dealing from a position of strength, then you'll be opening up larger
> borders on your other sides at the same time. The important thing at that
> time is that you are shutting off a certain player from hitting you hard.
> Don't want to fight against the Jindarians while playing Gorn? Close down
> the Jindo border and make a larger border with the Romulans.
>
>
>
>  - Simple econ
>
>  That means we don't track what your econ is from colonies, we don't track
> supply lines, no supply-tax, no bookkeeping. I know some of you really
> prefer 4X campaigns. I do to. I have one in the works (I've had it in the
> works for a couple years now. Don't hold your breath.) But bookkeeping has
> to be a minimum here. Just point your fleet and shoot.
>
>
>
>  - Scenario Driven
>
>  Some campaigns are simply "Battle Generators". Others are "Chess with SFB
> ships". This is the former. So scenarios drive all of the important
> decisions.
>
>
>
>
>     New Tweaks:
>
>  - Remove the {NO}INCOME rewards:
>
>  All of the scenarios will give and take away some amount of EPs. Your
> income won't ever be touched, but your stockpile will roller-coaster.
>
>
>
>  - Add fleet Limits
>
>  While editing the scenarios for their rewards, I'll be introducing fleet
> limits on some scenarios. Particularly the common ones where it's
> unreasonable to see large fleet elements. Since I am planning to keep the
> CR system (I had floated the idea earlier to use the BPV cap system and it
> was unpopular), My original intent was to limit the size class (and thus
> limit the fleet size) allowed at certain scenarios. I might instead limit
> it by Move Cost (which will have the same effect - No ship with MC greater
> than 0.5 at such-and-such scenario) or by move-cost of all ships on a side
> (so limit one to MC 3.0, which would be three cruisers of six destroyers.)
> Other methods exist. Different scenarios might have different methods.
>
>
>
>
>     Possible Tweaks:
>
>  - Buy your starting fleet
>
>  At the start of the campaign, players might be given a certain stockpile
> and no ships. The first turn is spent buying ships and ignoring the
> scenarios (much to the chagrin of the players who draw the huge-BPV
> scenarios right off). Players who enter mid-stream will probably not be
> able to do this because of the one-sided benefit it gives to the player who
> shares borders with the unprotected new guy.
>
>
>
>  - Define ending conditions
>
>  I wasn't a big fan of this, but I got some push-back at the start of last
> game about this. Basically, we define a set of circumstances where someone
> is declared a winner. A certain income, fleet BPV, or we get to a certain
> turn/year. I prefer the flexibility of saying "Player A is unreachable,
> let's stop this" or "Half our player base is leaving next week. Let's call
> it here and start fresh." If you guys want to set up some certain goal (and
> accept that some people will set up their whole tactics on reaching that
> first, regardless of the "realistic" way to handle an empire), then I will
> go with that.
>
>
>
>  - Exploration
>
>  There is no programmed-in mechanic for setting aside ships and getting
> income or borders for it. But if we can hash out the boundaries of such a
> mechanic, I can manually perform this. By reaching into the player
> settings, I can add/remove either part of the econ, and add/remove ships.
> But it would require players share their orders with me (which could be
> icky if I am also playing) in order to show what ships they are
> deliberately not sending to a battle. It also requires more
> behind-the-scenes administration from me.
>
>
>
>  - Weapon Status
>
>  I'm not married to the WS-Chart. But it was introduced in order to
> increase variation in the scenarios and to provide the possibility for
> reaching WS-III. I can roll things back to a defined-WS for each side in
> each scenario, if you prefer more stability with WS.
>
>
>
>
>     Campaign Startup:
>
>  - Food Groups vs Historical
>
>  Traditionally I have been starting empires next to their historical
> neighbors when possible, on the theory that their neighbors are better
> balanced against eachother. This is a possible method to start things,
> where Disruptor races only are in contact with other disruptor races. Same
> with plasma races. "Strangers" (Andro, jindo, Tholian, etc) are in their
> own group. Perhaps a fourth group for "core" empires with strange weapons
> (Fed, Vudar, Hydran, etc). The only way to make contact outside of your
> "Food Group" is to get lucky with a "NEWBORDER" reward.
>
>
>
>  - Starting Year
>
>  There are four main eras to start things in.
>
>  General War (GW) era: this starts in Y169 +/- 3 years.
>
>  Late-War era starts at the introduction of PFs: Y180 +/- 2 years. There
> is spotty support in the ship-lists for X-ships. However, this does allow
> more empires to join (as the Selts have ships, the Vudar have something
> besides a few base hulls to pick from, and there is a difference between
> the PF Feds and the 3rd-Way Feds.)
>
>  Early Year era (EY): this starts at Y120. I only have module Y1 in the
> DB, though "recently" have gotten Y2 and Y3.
>
>  Dawn of Warp era: this starts at Y60 +/- 10 years. As with the EY,
> support for this is currently spotty but will improve in future iterations.
> if we push back the start of the next campaign, I may have better support
> for this.
>
>
>
>
>
>  --Matt
>
>
>
>
> ?
>
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