Well, aside from Zhai?s ideas (which i think we SHOULD employ), i have an idea for a basic RT campaign:
The RT Turn:
Each turn, while "standar" players decide where do they want to strike and against which any other player, an RT player has to choose between the next three options: -Trying to open a planet for commerce -Trying to open a new trade route -Trying to harass/close a competitor?s trade route
Trying to open a planet for commerce
Using this system, for the RT player to earn money, he has to stablish trade routes between different planets. To do so, first he needs a pair of planets to be opened for him to commerce. To do so, he has to fight a battle there (think that maybe when he goes to that planet the local authorities ask him to remove pirates from this system, or maybe the RT, in a "covert op", destroys the merchant fleet just to arrive a little later with the solution to this lack of transport capacity, or whatever. If the player is owned/opened by another player (be him an RT or not), he may choose to try to stop the RT from opening that planet, so an skirmish ensues. Also, if the planet is neutral the campaign director should ask the RT to play a battle against some "neutral force" as to make this thing more spicy.
Trying to open a new trade route
Ok, so let?s think that now you have a pair of planets open to your wares. But they are not producing any money yet. For doing so, you must stablish a trade route. Every turn the trade route is working produces an amount of money, depending of the type of planets the routes are linking:
- 1 "money point" when linking planets of th same type (an agriworld?s population can enjoy different kinds of food from another agriworld, but it?s just that they have plenty of food!) - 3 "money points" when connecting any of this pairs: mine-forgeworld, scientific outpost-desert planet, agriworld-hiveworld (perfect trading partners!) -2 "money points" when linking any other combination of planets
If the trade route crosses over a system controlled by any other player, he can try to stop you from opening it, so we have another skirmish game.
Trying to harass/close a competitor?s trade route
So, now you are getting some money from your trade routes, but fellow Apu?s trade route between Homer?s Planet & Quick-e-Mars space station is getting the upper hand? Don?t worry! You can try to harass your enemies? trade routes. Just select one and declare that this turn you are trying to harass that shipping lane, which will end in (surprise surprise surprise) another skirmish. When you succesfully harass a trade route, you get the income it should have produced that turn, while it?s owner get?s nothing more than a headache. If you succesfully harass a trade route 3 times within 5 consecutive turns, the trade route will be broken (the route has a such a fatal fame that no one wants to use it anymore!).
I have more ideas but it?s getting pretty late. Tell me what you think so far.
_________________ "It would be most ilogical if i let you kick my ass" -Spork, son of Spoon son of Fork
|