Hi all,
I'm going to be running a 3-5 player game of FedCom at a convention pretty soon. To keep it fast-paced and action packed, it will be an all-on-all scenario where people start in a DD, then get a CA when the DD dies, then get a DN (I have 4 hours, so a fair while).
The one point I would like help with is victory points. The book points of 'cripple the enemy' don't really work, because multiple people might contribute to that. I'm thinking of something like 1 point for each 'major' hit, 1 point for a hit that destroys an enemy.
Any thoughts or ideas?
Running a convention game - victory conditions?
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Flying Toaster
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- Dal Downing
- Commander
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- Location: Western Wisconsin
Go with something like 1 Point for every 5 or 10 or whatever points of damage. Everytime you lose a ship it will cost you 5 points. I usually start players at 10 points and a ship.
You can also look at adding a ship like every hour or 2 if you want to get things really moving.
You can also look at adding a ship like every hour or 2 if you want to get things really moving.
-Dal
"Which one of you is the Biggest, Baddest, Bootlicker of the bunch?"
"I am."
"ARCHERS!!! THAT ONE!!!!"
"Which one of you is the Biggest, Baddest, Bootlicker of the bunch?"
"I am."
"ARCHERS!!! THAT ONE!!!!"
Define "major" hit? Any hit that goes though a shield? More than a set number of points?
Also, is the point for destruction in addition to the major hit?
A very common beef is how to deal with a situation where one ship has worked over an opponent and brought the target down to very low health and then a team mate kills it with very little effort. In Online gaming it's called Kill Stealing and how to reward the guy who put in most of the effort and also reward the guy who made the kill is problematic.
The local group I play with has each player keep track of the number of damage points scored on hulls and players that destroy a ship get the point value of the ship as well as the damage points scored as part of their match score. Last ship(s) left on the map gets 100 additional points. We usually play 7 games and the tourny winner is the points leader.
Also, is the point for destruction in addition to the major hit?
A very common beef is how to deal with a situation where one ship has worked over an opponent and brought the target down to very low health and then a team mate kills it with very little effort. In Online gaming it's called Kill Stealing and how to reward the guy who put in most of the effort and also reward the guy who made the kill is problematic.
The local group I play with has each player keep track of the number of damage points scored on hulls and players that destroy a ship get the point value of the ship as well as the damage points scored as part of their match score. Last ship(s) left on the map gets 100 additional points. We usually play 7 games and the tourny winner is the points leader.
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Flying Toaster
- Ensign
- Posts: 10
- Joined: Tue Apr 22, 2014 6:48 pm
Thank you! I think this will be the way to go, probably 1 point per 10 points to line up with the DAC.Dal Downing wrote:Go with something like 1 Point for every 5 or 10 or whatever points of damage. Everytime you lose a ship it will cost you 5 points. I usually start players at 10 points and a ship.
You can also look at adding a ship like every hour or 2 if you want to get things really moving.
I run a convention event with a similar thought process.
Mine however; only uses Frigates.
Everyone starts with a frigate of their choice...
They score 1 point for every ship they damage a shield (one point per ship max)
They score one point for every ship they score an internal damage point on.
A crippled ship scores 2 points to the player that crippled it. If multiple ships score damage on the impulse a particular ship is crippled, everybody involved gets 1 point.
2 points are scored for capturing a ship...
2 points for destroying a ship. And again - if multiple parties fire in the final impulse... everyone gets 2 points.
If your ship is destroyed, it costs 2 points to buy a new frigate (any frigate / any empire) and re-enter. New ships can re-score points scored on shields / internals of existing ships...
At the end of the session... the player with the highest points score is the winner.
In the case of a tie... the one with the least number of frigates played wins...
If still tied... the most ships destroyed... crippled... damged.. and then shield, in that order.
If still tied... then the whole game is a tie.
With your proposed scenario, you could do something similar.
Give everyone a DD and 5 points.
When the DD is gone, it costs 2 points to buy the CA. When the CA is gone, it costs 3 points to buy the DN.
This will give a small advantage to anyone who can protect their ships and avoid losses. Not enough of a advantage to overcome aggression... but enough to prevent the "charge straight in... fire everything... buy a new ship" tactic.
1 point for damaging a shield...
1 point for scoring internals...
1 point for a successful Hit and Run raid... maybe...
2 points for crippling a ship...
5 points for destroying a ship???
Just random thoughts here.
Mine however; only uses Frigates.
Everyone starts with a frigate of their choice...
They score 1 point for every ship they damage a shield (one point per ship max)
They score one point for every ship they score an internal damage point on.
A crippled ship scores 2 points to the player that crippled it. If multiple ships score damage on the impulse a particular ship is crippled, everybody involved gets 1 point.
2 points are scored for capturing a ship...
2 points for destroying a ship. And again - if multiple parties fire in the final impulse... everyone gets 2 points.
If your ship is destroyed, it costs 2 points to buy a new frigate (any frigate / any empire) and re-enter. New ships can re-score points scored on shields / internals of existing ships...
At the end of the session... the player with the highest points score is the winner.
In the case of a tie... the one with the least number of frigates played wins...
If still tied... the most ships destroyed... crippled... damged.. and then shield, in that order.
If still tied... then the whole game is a tie.
With your proposed scenario, you could do something similar.
Give everyone a DD and 5 points.
When the DD is gone, it costs 2 points to buy the CA. When the CA is gone, it costs 3 points to buy the DN.
This will give a small advantage to anyone who can protect their ships and avoid losses. Not enough of a advantage to overcome aggression... but enough to prevent the "charge straight in... fire everything... buy a new ship" tactic.
1 point for damaging a shield...
1 point for scoring internals...
1 point for a successful Hit and Run raid... maybe...
2 points for crippling a ship...
5 points for destroying a ship???
Just random thoughts here.
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF