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Captain's game repair rules
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mike_espo
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PostPosted: Tue Apr 12, 2011 12:40 am    Post subject: Captain's game repair rules Reply with quote

Hi. I am interested in starting a Captains's game or Frigate campaign. I seem to remember in SFB that there were rules regarding repair between scenarios. Multiplying the DC rating of the ship.

Does anybody remember these rules?

thanks.
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Steve Cole
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PostPosted: Tue Apr 12, 2011 5:09 pm    Post subject: Reply with quote

Steve Petrick sends: What he is thinking of is (U1.0) which is the general rules for doing campaigns and covers repairs to the ships under (U1.1) which just says to see (G17.13) or (D9.4). Rule (U1.2) covers replacements, (U1.3) covers supplies, and (U1.4) covers fleet overhaul and refits.
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Scoutdad
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PostPosted: Tue Apr 12, 2011 5:39 pm    Post subject: Reply with quote

The biggest problem is the repair rules in Fed Comm versus the repair rules in SFB.

In SFB, you are severely limited in "in game" repair capability nad the between campaign repair rules help immensely.

In Fed Comm, there is no limit. Given enough scenario time - a ship with 1 non-disabled box remaining can fully repair itself and rejoin the fray. This ability for complete repair "in game" sorta defeats the need for a cmapaign repair rule.
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mike_espo
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PostPosted: Tue Apr 12, 2011 5:50 pm    Post subject: Reply with quote

Scoutdad wrote:
The biggest problem is the repair rules in Fed Comm versus the repair rules in SFB.

In SFB, you are severely limited in "in game" repair capability nad the between campaign repair rules help immensely.

In Fed Comm, there is no limit. Given enough scenario time - a ship with 1 non-disabled box remaining can fully repair itself and rejoin the fray. This ability for complete repair "in game" sorta defeats the need for a cmapaign repair rule.


Yes. I see. Was going to modify then. If a ship disengages, or ends the scenario with any type of damage, am allowing some systems to be repaired between scenarios(using SFB rules). The ship would have to start the next scenario with the unrepaired damage. Then, if during the next scenario, the ship has time to repair the undamaged systems, then OK.
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Mike
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PostPosted: Wed Apr 13, 2011 1:19 am    Post subject: Reply with quote

I rewrote the Captain's Campaign Game for FC. Here is the Special Rules section with the repair rules for between scenarios:

SPECIAL RULES
1. Damage Repair. Almost all damage to a ship can be repaired between scenarios, but there are some limitations. All damage to a ship (except for Frame damage) is completely repaired after each scenario. All damage to a ship's surviving shuttles and fighters is completely repaired after each scenario. All drone racks, probe launchers, and ADD's are completely reloaded after each scenario. All Marine boarding parties are completely replaced after each scenario. One destroyed shuttle or fighter can be replaced after each scenario.
2. Overhaul - once during the entire campaign the ship can be "overhauled." This repairs all Frame damage, but does not replace lost shuttles.
A bonus for NOT using the overhaul during the campaign is +5 points.
3. If the player's ship is destroyed in any scenario, he loses 25 points and begins the next scenario with a new ship of the same class.
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duxvolantis
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PostPosted: Wed Apr 13, 2011 2:03 am    Post subject: Reply with quote

Scoutdad wrote:
The biggest problem is the repair rules in Fed Comm versus the repair rules in SFB.

In SFB, you are severely limited in "in game" repair capability nad the between campaign repair rules help immensely.

In Fed Comm, there is no limit. Given enough scenario time - a ship with 1 non-disabled box remaining can fully repair itself and rejoin the fray. This ability for complete repair "in game" sorta defeats the need for a cmapaign repair rule.


Our house rule is that system boxes repaired during the scenario are "emergency fixes" that might or might not last. Sooner or later the ship would run out of spare parts and the temporary fixes would start to fail. Otherwise, why have starbases for anything other than furlough Razz

We have an "honor system" that players refrain from milking game time for excess repairs. Once the last enemy ship has disengaged, conceded, etc those repair stop. Then the ship can repair damage-controlx10 points worth of systems before running out of spare parts.

Each point of frame damage takes 3 real-life days to repair. (2 for the Federation--more repair facilities, superior economy). Restoring a crippled ship takes 3 real-life days. Players can spend 'prestige' (victory points from previous scenarios) for emergency repairs if they want their ship back in service faster (essentially using their status to get priority at a BATS, FRD or Starbase) so they can play again (in our campaign if your ship is out of service you can't play to advance in the campaign... we let you play a pirate or help run npcs for a scenario, but you don't gain prestige.. just fun..). You can, of course, play a damaged ship if you want, but you risk losing the ship which is a bad thing.

A bit cobbled but it works for us so far and it encourages players to not fight every battle to the last system box if they are losing the scenario.
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IKerensky
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PostPosted: Wed Apr 13, 2011 6:22 am    Post subject: Reply with quote

duxvolantis wrote:
Our house rule is that system boxes repaired during the scenario are "emergency fixes" that might or might not last. Sooner or later the ship would run out of spare parts and the temporary fixes would start to fail. Otherwise, why have starbases for anything other than furlough Razz


Well if you consider that spare parts are replicated then you got an infinite number of them. The only limit is energy Smile

As far as I know Starbases are only usefull for R&R, reparation of large piece and warp engine that cannot be fixed on board and delethium cristal for the warp core in order to sustain the matter/anti-matter reaction.

Trekkie mode /off Wink
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mike_espo
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PostPosted: Wed Apr 13, 2011 1:44 pm    Post subject: Reply with quote

duxvolantis wrote:
Scoutdad wrote:
The biggest problem is the repair rules in Fed Comm versus the repair rules in SFB.

In SFB, you are severely limited in "in game" repair capability nad the between campaign repair rules help immensely.

In Fed Comm, there is no limit. Given enough scenario time - a ship with 1 non-disabled box remaining can fully repair itself and rejoin the fray. This ability for complete repair "in game" sorta defeats the need for a cmapaign repair rule.


Our house rule is that system boxes repaired during the scenario are "emergency fixes" that might or might not last. Sooner or later the ship would run out of spare parts and the temporary fixes would start to fail. Otherwise, why have starbases for anything other than furlough Razz

We have an "honor system" that players refrain from milking game time for excess repairs. Once the last enemy ship has disengaged, conceded, etc those repair stop. Then the ship can repair damage-controlx10 points worth of systems before running out of spare parts.

Each point of frame damage takes 3 real-life days to repair. (2 for the Federation--more repair facilities, superior economy). Restoring a crippled ship takes 3 real-life days. Players can spend 'prestige' (victory points from previous scenarios) for emergency repairs if they want their ship back in service faster (essentially using their status to get priority at a BATS, FRD or Starbase) so they can play again (in our campaign if your ship is out of service you can't play to advance in the campaign... we let you play a pirate or help run npcs for a scenario, but you don't gain prestige.. just fun..). You can, of course, play a damaged ship if you want, but you risk losing the ship which is a bad thing.

A bit cobbled but it works for us so far and it encourages players to not fight every battle to the last system box if they are losing the scenario.


I may also include that armor cannot be repaired. So if a ship has a DC rating of 2, they could repair 20 points worth of systems between a scenario? ....Sounds reasonable. Mike: Like the "overhaul" idea as well.Very Happy
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mjwest
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PostPosted: Wed Apr 13, 2011 8:06 pm    Post subject: Reply with quote

duxvolantis wrote:
Our house rule is that system boxes repaired during the scenario are "emergency fixes" that might or might not last. Sooner or later the ship would run out of spare parts and the temporary fixes would start to fail.


I believe this is pretty much the intent. You got the warp output back up and the phaser firing again, but it is probably only gonna last for a little while. Also, don't forget the FC was written as a tactical game; it shouldn't be taken as the last word on strategic or campaign issues.
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storeylf
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PostPosted: Wed Apr 13, 2011 11:06 pm    Post subject: Reply with quote

Thats how we treat repair in our campaign. The ships will repair themselves 'fully', but they will be duct tape and chewing gum repairs. The next battle the ship takes part in it will suffer a % of the original damage as new rolls on the DAC. That saves us worrying about what systems got damaged originally - a random seletion of systems go down under the stress of going to battle stations. Even undamaged sytems might go down because they were canabilsed or whatever.
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mike_espo
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PostPosted: Thu Apr 14, 2011 12:44 pm    Post subject: Reply with quote

storeylf wrote:
The next battle the ship takes part in it will suffer a % of the original damage as new rolls on the DAC. Even undamaged sytems might go down because they were canabilsed or whatever.


Very interesting idea. Could you give an example?

thanks
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storeylf
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PostPosted: Thu Apr 14, 2011 1:34 pm    Post subject: Reply with quote

Our current campaign system has been tweaked a couple of times and may still be based on how we feel it is working in practise.

But basically the current guise is:

Ships perform DC as normal during a battle.

At the end of the battle a ship checks whether 4 turns of DC could fully repair it (but doesn't actually do any repair).

- If they could fully repair then the ship is considered to be only very lightly damaged with no long term effects that the DC teams can't fully repair with on hand spare parts etc. For campaign purposes it is undamaged.

- If they coudln't then they have taken sufficient damage to be considered damaged for the purpose of the camapign, and will suffer damage at the start of future battles (unless proper base repairs are performed).

-- The damaged ships simply counts the number of disabled boxes and divides by the DC rating. That is the amount of damage it suffers at the start of subsequent battles (rolled for on the DAC each battle).

-- Exception, if the ship ended cripppled it will suffer DC * 10 in damage in subsequent battles.


Whilst simplistic, and with a few likely quirks, it meets a some key criteria:

1) really minor damage (e.g. a few burnthrough) has no campaign conequence, so you don't start worrying about taking a few minor points of damage.

2) There is no need to track actual damaged systems, the ships is just recorded as CA(5) or CA(crip).

3) Crippled is seriously bad where as 'damaged' is still very bearable.

4) The new roll on the DAC keeps things interesting as you can't be sure which systems will hold out as you go to battle stations as power conduits overload etc. roll a 3 and phew the coffee vending machine blew a fuse, roll a 1 and aargghh. This reflects the DC teams thinking everything is functional but between sticky tape and cannabilising you need to cross your fingers a bit.


Generally speaking damaged (as opposed to crippled) ships will be looking at 5-10 damage irrespective of size. So larger ships tend to be reasonably robust whereas smaller ships tend to be more fragile in the face of continous operations without proper repair.

The damage rating cannot be erased by repairing yourself during a battle, your damage rating stays with you until you are sent for proper repair. However, the damage rating is addiditive, you perform the same calculation at the end of each battle and add any damage rating to what you already had. That means that you really do not want to plan on fighting in a damaged state more than once or twice.


I shoud add that our campaign system is designed to be abstract and fairly light, and concentrates on playing FC rather than playing a campaign system with some FC thrown in.

PS if you want more info on our campign then look at the storeylf vs targ thread (currently right next to this one).
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Targ
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PostPosted: Thu Apr 14, 2011 1:53 pm    Post subject: Reply with quote

just to add

Shields, damaged/cripled shuttles and fighter are fully repaired.

Lost shuttles and Boarding parties are only replaced when as ship is given a full repair at a base ect. We have a difrent mechanic for replacing lost fighters.



Edit: dam not paying full attention to what i'm writing, the bit about lost shuttles and BP is something i should have said is something I put up for disscution in our group, soz all Embarassed


Last edited by Targ on Thu Apr 14, 2011 2:51 pm; edited 1 time in total
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mike_espo
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PostPosted: Thu Apr 14, 2011 2:32 pm    Post subject: Reply with quote

I think it would be safe to say that each ship would have one spare shuttle on board which may be assembled between scenarios.
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Targ
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PostPosted: Thu Apr 14, 2011 2:57 pm    Post subject: Reply with quote

I know that most ships have one or more spare 'flat packed' shuttles, but as in the rules we are using shuttles, damaged and cripled, are repaired for 'free' i think it's fair, particularly when ships could be fielded in more than 2 battles.
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