I don't have thoughts on all of these, but I'll share the following...
Cralis wrote:Marvin asked me to ask all of you a few questions. One thing that we have talked about on this forum, that Marvin and I have talked about, and other players have suggested in the past is a simplified version of the more recent strategy rules.
So consider the possibility of a "Quick Start" style of strategy rules. Let's call it the "Quick Start Strategic Rules"... through the following questions, Marvin is trying to get an idea of what ya'll think rules like this should look and play like.
So, first, his questions. There are only a couple.
1. When you think of Solar Starfire, Ultra Starfire, or whatever version of the strategy rules you have played: what parts of the rules do you consider essential to the strategy rules. What parts of the rules do you feel cannot be left out? Why?
For me, the next logical step up from tactical level of play, is where players should be introduced to just the simple basics of paying for ships, be it building ships, designing ships, repairing ships, refitting ships, and completely rebuilding ships. So abstract the heck out of everything, and just provide a flexible and scaling framework within which each player has either a set amount of resources per turn, or just in total, for the whole (short) game. The single best campaign might be in a single solar system, so system generation is a one and done part, and you might just want to provide, at the simplest level, say 20 or so starting systems, all premade and ready to go. I would then have some quick rules for how to scale up from a one system game, to more and more star systems, with recommendations and warnings about how much more complexity, and time, is likely to be needed with larger and larger galaxies.
Cralis wrote:2. Considering the same, what rules do you think should be removed completely? Why?
No thoughts here, really, as I would never be able to get a "full on" game going in the first place, so the vast amount of rules are not going to get into any game of mine anyway. Simple = good, easy, fun and quick to teach/learn, which in turn means more and more player's available to kick my ass, lol. Add complexity, loose players.
Cralis wrote:3. And the last consideration of those rules, what rules do you think would be better as optional rules? Both rules that should be entirely optional, or should have a very simplified version and an optional more complex version?
Everything not needed at the absolutely simplest level of strategic play falls into the optional rules, for those that just have to have more complexity in their games.
Cralis wrote:One additional question:
4. Do you feel that system generation is particularly complex and should be simplified?
Of course, if folks even want to generate systems, you could provide multiple levels of complexity for those that want it,
Cralis wrote:And I have one question:
5. What technologies do you think are essential to Starfire?
The tech needed are those found in the original Starfire I game, at tech levels 1-7, at most. ANYTHING beyond that, should be optional and chosen by the folks playing the game at the time.