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Need help with mechanic for tracking manning level & quality and assigning them to naval ships

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Broadsword56
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Joined: 02/05/2015

This is for a solitaire age of sail naval game.

I want to design a simple mechanic that will:

1. Track the total number of men available to crew the fleet at any given time;

2. Track the quality levels of that pool of men (X number available at Quality 1, Y number at Quality 2, and Z number at Quality 3);

3. Allow specific numbers of men having specific quality levels to be assigned to the specific ships in the fleet.

The mechanic will determine how many ships can be manned at any given time, the crew quality rating of each ship in combat at any given time, and allow for other events in the game to affect manning (sickness events, training to raise quality level, battle casualties, battle experience raising quality level, diversions of sailors to another command).

Bottom line: I want the player (in the role of the commodore) seeing he has a pool of, say, 250 sailors this turn, comprising 50 "A" quality sailors, 50 "B" Sailors, and 100 "C" quality raw landlubbers. He has a squadron of 6 ships, each with a different crew quota needed to sail and fight the ship. So there are all kinds of tradeoffs possible: Put all the "A" sailors in the best 2 ships, spread the best sailors out ammong all the ships to raise the general quality of the squadron, or even to idle certain ships this turn so that the remaining ships can be well and fully manned.

The challenge is how to represent a general personnel pool for the squadron that grows or shrinks, and the quality of the sailors within it. Then the assignments mechanism has to yield a manning level and overall crew quality rating for each ship, which it will use in combats.

I could imagine several parallel personnel quantity tracks, one for each quality level. But how to track the assignment of these to the ships, and changes to crew quality of a given set of assigned sailors, without a lot of bookkeeping?

Any suggestions welcome, thanks!

kos
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Joined: 01/17/2011
Cubes

You could use cubes (or whatever other tokens you want) in three different colors for Experienced, Standard, Rookie. The caveat with this method is that you would lose fidelity. E.g. each cube is worth 50 men. I'd aim for the largest ship having less than 10 cubes, medium ships with 5 cubes, and small ships with 2-3 cubes.

This method would create a tangible element of collecting up the cubes and placing them onto the ships. (I'm assuming that each ship in the fleet has its own card or mini-board to put the cubes on.)

I'm not sure how the rest of your game mechanics work, but you could have something like each Experienced cube be worth +1 combat, Rookie cubes worth -1, and no cube (i.e. undermanned) worth -2.

Regards,
kos

phonyamerican
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Joined: 11/29/2009
Reduce the number of men to a

Reduce the number of men to a manageable size if you can, instead of 50, use 5 or 10. Call them a "crew" not "sailors". Then make the individual officers unique, like a plastic miniature or something. That way it is easy to distinguish who is important.
Cube color mentioned in the previous post is a good one.
Have a diagram of each ship in the fleet as part of your "personal board" with a good scale so that you can move the cubes from one ship to another and see placement. Make them tiles so that you can add a ship or remove a ship from the fleet as necessary.
Sounds really fun, btw. I love sailing, I hope you include maritime maneuvers like tacking, jibbing, wind directions, etc.

Broadsword56
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Joined: 02/05/2015
Great suggestions -- thanks!

Great suggestions -- thanks!

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