Gameblog reader amp108 asked:
[D]o the dice all have to be of different sizes? Can you have something like d6/d4/d4 or d12/d6/d6? How about something like d6/d4+1/d4?
Otherwise, you only have 3 different types of ship. What say you?
Good questions! Energy allocation by die type is not meant to be the only method whereby ship classes can be distinguished from one another. It's an important mechanic, but not a primarily distinguishing one past the small/medium/large size difference. The Slowness Factor mentioned earlier is another dimension that has small differences that are meant to distinguish more between Escort A and Cruiser D, rather than Escort A and Escort B. Most small ships involved in space warfare will be Energy Rating d4/d6/d8 and Slowness 1. A Slowness 2 rustbucket would not be out of the question, just to give an example.
Let me explain a wider point this hypothetical rustbucket makes. One important touchstone for me in designing Fleet Captain is this vessel:
That big slab is the Klingon L-13 K’el Ri’anda ("Dangerous Fat Man") battleship. To the best of my knowledge it first appeared in FASA's Klingon Ship Recognition Manual. Brad Torgersen makes the argument for me in his entry for the L-13 at the improbably long-named Star Trek Starship Tactical Combat Simulator On-Line Database & Archive: The L-13 sucks as bad as it looks. It was a complete boondoggle for the Klingon Empire, slower than nearly any other vessel in space and armed no better than most cruisers. In short, it is just the sort of thing that a real military procurement system would foist upon the troops on the front line.
In Fleet Captain, not only do most captain suck at their jobs, most of their vessels are average at best. I have no problem with the Fleet Captain's vessel being a sweet Constitution class heavy cruiser with kickass weapons. But I want to explore conflicts involving mostly suboptimal vessels. Therefore, the primary distinguishing characteristic for each vessel isn't high or low numbers in stats that all vessels possess, rather we'll be looking at simple (cross fingers) exception-based rules that define how badly each class of vessel sucks. So the Archimedes-class frigate often suffers from Torpedo Jams, while the Jehoshaphat-class destroyer tends to be a Fast Decompressor. Other differences are bound to come up when I get serious about hull points and weapons and firing arcs, though we're still trying to Keep It Simple, Rients.
Oh, yeah, here's another picture that's important inspiration for this project:
|This is you after seeing the order of battle for your own side.|