Gents,
I have started working on a slightly modified interface and rules for the next Long Lance game.
My priority is to simplify the rules as much as possible in order to ease the work of new players. I have a few ideas, but don't hesitate to tell me your feelings.
- Order phase / commandment rules : I suggest to abandon the Flag Command Rating, because the problem is not that players send too many messages, but rather the contrary. Each ship can send one message by flag, one by blinker, one by TBS (if fitted) and one by VHF. Messages by flag use Seekrieg V codes, while others are in plain text (length of the messages may be limited to 30 words). If more than one TBS message is send on a channel, interference is possible. VHF messages take two turns to get through the codage / decodage process.
I hope that the communications rules will be clear and simple, so everyone will understand and respect them.
- Torpedoes : using torpedoes seems difficult for many players. I intend to help them by simplifying the process :
* I will probably delete the need to prepare torpedoes the turn before the launch. It's too difficult for many players, and wastes many opportunities. We will assume that the torpodo officier always have the torpedoes ready. Torpedoes will enter the water immediatly and will move during the movement phase of the turn of launch.
* Some players have issues computing the bearing of the torpedoes. I wonder if the referee (me) should calculate it for them. Let's assume that the ship captain just picks up the target, and let the torpedo officer make the computation.
- Fires : the actual Long Lance rules (inspired by Command at Sea) reduce the danger of fires compared to Seekrieg V. It is a designed choice I made because in SK5, fires kill ships too fast in my taste (USS Franklin would not have survived with SK5 rules). In Long Lance rules, the fires create damage (and possibly DE if severity >50) only
when they start, and if the total of fires is superior of 10% of the initial DP of the ship,
it is a conflagration (there are chances of systems
damaged by fire or evacuated due to flames, heat or smoke). The damage cpntrol roll to fight off the fires is not made at the end of every turn (it request too much hand work for the referee), but only on the third turn after a fire has begun. This last rule just don't work
because it is too cumbersome, and I don't apply them. On the next game, there will be no DC roll to control the fires during a surface engagement.
What do you think about this proposed changes ?
Do you see other stuff that need to be changed ?
All the best,
Francis