Jump Lane Classes in the 2E CG
Posted: Thu Sep 22, 2011 4:16 am
The following question came to mind again when I was looking through the Exploration rules again while catching up on old posts: do players want to have the jump lane class rules included as the standard movement option in the 2E Campaign Guide, or should they be left as an optional rule in the 2E Campaign Companion?
For those that aren't familiar with the jump lane class rules from 1E, they assign each jump lane a class that in turn determines how much FTL rating a unit must expend to travel across them. The current incarnation of these rules divides jump lanes into four classes: restricted, minor, normal, and major. The movement costs for these lanes at present are 4, 2, 1, and 1/2. (Note: A previous draft gave normal lanes a movement cost of 2, but after the aborted playtest run last December I realized that this made players try to give all of their ships 2 FTL to minimize their travel times, so I went back to 1 for normal and 1/2 for major).
I always played with the jump lane class rules in 1E, but they were optional rules there and probably should still be in 2E, but I thought this would be a very good time to get a feel for how people felt about the rules.
For those that aren't familiar with the jump lane class rules from 1E, they assign each jump lane a class that in turn determines how much FTL rating a unit must expend to travel across them. The current incarnation of these rules divides jump lanes into four classes: restricted, minor, normal, and major. The movement costs for these lanes at present are 4, 2, 1, and 1/2. (Note: A previous draft gave normal lanes a movement cost of 2, but after the aborted playtest run last December I realized that this made players try to give all of their ships 2 FTL to minimize their travel times, so I went back to 1 for normal and 1/2 for major).
I always played with the jump lane class rules in 1E, but they were optional rules there and probably should still be in 2E, but I thought this would be a very good time to get a feel for how people felt about the rules.