[Ogre] Mark VII scenario
Douglas R. Pearson
pearsond at odsgc.net
Thu Dec 30 20:56:06 CST 2004
David Morse posted:
> Suppose a factory complex capable of building a Mark 7 realized that
> its existing physical factory space was in danger from some slow
> moving physical phenomenon, like a glacier, volcano, or army of the
> undead. The factory has to evacuate its soul in some physical vessel,
> and what more secure caddy for its brain than the largest cybertank
> ever built?
Great idea!
This is actually a revised reply. I started to send one
and had elaborated profusely on David's idea when I came
to the conclusion that I'd be better off polishing it up
and _then_ submitting it for review. So that's what I'll
do.
But, in the meantime, here are a few questions that I'll have
to deal with, and I'd appreciate input:
A) What (who) would be a viable "enemy" to a Factory during
the Factory States era? I'd like to use the natural disaster
angle for the actual cause of such a Factory's relocation,
but I want there to be danger along the way. I suppose that
if these events took place not _too_ long after the end of
the Last War, a pocket of the enemy (Paneuros?) might be
plausible. Doesn't sound right, though, does it?
B) What does a Factory need to operate? I'd like to keep
all of this rather abstract in keeping with the "beer & pretzels"
feeling of Ogre/GEV. I'd like to postulate that there would
be some rare resources or rare raw materials that the "new"
Factory will need supplied from "outside itself" until it gets
enough new infrastructure into place to be able to get it for
itself. Further, I would like to measure this material in terms
of Victory Points. Thus:
B.1: How many "points" would be reasonable (at a minimum)
for the new Factory to need before it is completely
operational again? And, just as importantly:
B.2: For a regular truck or hovertruck, how many (arbitrary)
points can be hauled?
Yeah, I know. This is getting more into the strategic thinking
than the tactical, but I need at least some of the strategic
stuff in order to build the tactical scenarios.
[By the way: Although there are some great web sites out there
where this kind of background has been sketched in, I haven't been
able to find much in the way of actual "nuts & bolts" stuff. Has
anyone written up ideas like this for a "more-than-tactical" game,
if not a full-blown strategic game?]
Thanks,
Doug Pearson "Bowser" pearsond at odsgc.net
===========================================================================
OGRE Geek Code:
S+++ O1() O2+ G+++ S++ RP++ OM() B+ GO() PO+++ HR/NU- MK3() MK5-- CM-- W()
thanx to Michael Powers 2001/gevfeb23.txt
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