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ft:scenarios [2022/12/03 10:38] – removed samft:scenarios [2022/12/10 11:56] (current) sam
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 +====== Full Thrust Scenarios ======
 +
 +Full Thrust is an incredibly flexible system, and players can build pretty much any type of fleet that they want. However, this means that games can sometimes be a bit unbalanced if players bring completely different fleets. A simple 'meet and destroy' game can also mean it's easy to optimise a fleet for that sort of battle.
 +
 +In our experience, a small number of large vessels with low manoeuvrability and lots of big long ranged weapons can easily destroy a more manoeuvrable fleet of many smaller craft.
 +
 +The point of these scenarios then, are to:
 +  * Put restrictions on the make up of fleets, so players can bring fleets which are vaguely similar in style.
 +  * Provide an advantage for manoeuvrability over stationary gun platforms.
 +  * Include objectives beyond the simple destruction of the enemy, which may require different tactics and a need for specialist ships.
 +
 +===== Common Rules =====
 +
 +These scenarios assume use of these [[rules]], though this isn't required.
 +
 +==== Ship Classes ====
 +
 +An //Escort// class ship is considered to be any ship less than MASS 50.
 +
 +A //Cruiser// class ship is considered to be from MASS 50 to MASS 99.
 +
 +A //Capital Ship// is considered to be MASS 100+.
 +
 +==== Destruction Points ====
 +
 +Escorts: Whoever gets the killing blow gets the point for destroying it, regardless of how much they or anyone else has actually done.
 +
 +Cruisers: 1pt for the second threshold, 1pt when they are destroyed.
 +
 +Capital Ships: One point each time they are forced over a threshold, including a point when they are destroyed. Ships with advanced hulls give 2 points on destruction. Gives a total of 4 points.
 +
 +
 +===== Scenarios =====
 +
 +{{indexmenu>./scenarios}}
 +
 +
 +
 +
  
ft/scenarios.1670063888.txt.gz · Last modified: 2022/12/03 10:38 by sam