Re: TNE Crewing Requirements-->Designing big ships

Part of thread: Re: TNE Crewing Requirements-->Designing big ships · 1 reply ↳ In reply to Re: TNE Crewing Requirements-->Designing big ships — Jake Re: TNE Crewing Requirements-->Designing big ships — Charles Popp
I had a hybrid of the two I was using. PC ship and important NPC were
always BL while "red shirts" (friendly and hostile) were BR. If the PC's
were fighting the main villain it went all BL. I didn't quite codify
everything down but it mostly worked. I didn't like how big the hex grids
were so was using an old hex map from the FLGS I had used with the old FASA
Star Trek Tactical Combat Simulator with significantly smaller hexes and
usually dice (d4) for the vector markers. Never had enough of the RAFM
miniatures to use, though.

Speaking of which, I emailed them at sales@rafm about more Clippers/modules
but never got a response back yet. Might try again here soon some of the
more unique email addresses.

On Thu, Jun 28, 2012 at 1:07 PM, Jake <> wrote:

> **
>
>
> In the simplified BR model, Frank did have a version of this, but perhaps
> not to your satisfaction? He basically said one MFD for every meson/PA gun
> and one MFD for every two lasers or you started getting negative effects.
>
> (Yes, I always preferred the simple, and to my mind more playable, BR
> combat system than BL which reminded me too much of FASA games with its
> level of detail. But each to his own I say. I think BL could make a very
> good computer-assisted game with modern PCs).
>
>
> > Yes. BUT, and I say this advisedly because I did BL and Frank did BR, and
> > I haven't looked at BR in a long, long time, but the BR batteries should
> > have been cross-wired back down to MFDs at the BL/ship design level,
> > because it was an MFD that actually defined how turrets could be ganged
> > together.
> >
>
>
>