perhaps the background thinking here is that the ADS systems go on auto when
on active targetting systems. Ie like navl CIWS systems etc.. and therefore
are unable to manually target ground units... Thus if you turn on the radar
you deactivate manual override.???
Bob deAngelis
[quoted original message omitted]
> On Thu, 28 December 2000, "Chris DeBoe" wrote:
> I think the question we were discussing was, what do "the rules as
I agree with the interpretation that you can only fire at ground targets while
the ADS is off.
Having read through the entire SG2 manual several times, I think I've caught
on to some of Jon's nuances of language.
Your interpretation is quite valid based on the words as written. The tricky
pa rt are the emphasized words. They implication is that the two words are
connect ed since they are both emphasized. In other words, they both have to
be true fo r the sentence to be true.
I do see, though, how you can come by your interpretation, and this is how
rule s arguments come about. That sentence is vague. A much better wording
would be, "ADS vehicles can fire at ground vehicles, but only if they do not
have their sensors active for defence use."
That's my interpretation, anyway.
As to why this is the case, I believe it's probably to limit ADS to a more
real istic role. It requires players to make a decision on how to use their
ADS the best. It's these kinds of decisions that give a game tension. It's one
of the r easons I don't use simultaneous fire in FT. I like games that require
me to mak e tough decisions, even if the decision works out against me but
wasn't "wrong"
.
Allan Goodall - agoodall@canada.com
__________________________________________________________
Get your FREE personalized e-mail at http://www.canada.com
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: ADS--A Prayer to St Jon
Date: Thu, 28 Dec 2000 13:54:15 -0500
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OK. I finally see what you are saying. To me the two sentences say the same
thing (otherwise there is no need to put in the qualifier "if they do not
currently have their sensors active for defense use").
It is like saying "You may turn on red if it is not posted otherwise" to
be different from "You may not turn on red if it is posted otherwise".
-----
Brian Bell bkb@beol.net
-----
> -----Original Message-----
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> Laserlight wrote:
In extention to what laserlight said: With cinematic movement you'll hear a
lot of reports on ships moving
14mu+ on a regular basis but in vector you'll rarely hear of ships
getting up to 14mu. The reason for this, as stated above, is that in cinematic
movement you can do sweeping turns and be halfway across the board by a small
change in course, in vector you can do this, momentum tends to make manuvering
a pain. This also changes the effectiveness of area targeting weapons like
missiles and fighters. They're much more effective in vector then cinematic.
On a side note I've been toying with a "gavitic" movement system. It's a
combination of vector and cinematic. For those who play B5 Wars is like the
gravitic movment there on agile ships.
Basically it's this: *Ships can rotate as in vector *Ships can push as in
vector (this includes retro pushes and "forward" pushes but all with the 1mu
limitation) *To change course the ship must align it's bow with the direction
of travel before turning. *To change velocity by more then 1mu the ship must
be aligned with it's vector, whether facing or facing away.
Jaime
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> Glenn M Wilson wrote:
You'll need more:)
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> Glenn M Wilson wrote:
You should get FB1, or at least get ahold of the ship constuction rules.
There's a few changes between the two including an Area Defence Fire Control
instead of the FT2Ed Area Point Defence.
Jiame
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: Proto SG2 campaign system
Date: Thu, 28 Dec 2000 21:22:30 +0100
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> Bell, Brian K (Contractor) wrote:
> Light Artillery has a minimum of 24" (SG) and all other has a >mimimum
Hm.
I can see some types of mortars having a minimum range, but other types
of artillery - including many vehicle-mounted mortars, and IIRC some
types of "normal" mortars as well - are able to deliver direct fire as
well as indirect. The minimum ranges for direct fire is the safe arming
distance of the shell (to avoid having it blow up in the shooters'
faces) - 20-50 meters in real life, 2-5" in SG, and base-to-base
contact in DSII.
Later,
Oerjan Ohlson oerjan.ohlson@telia.com
"Life is like a sewer. What you get out of it, depends on what you put into
it."
- Hen3ry
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Date: Thu, 28 Dec 2000 16:36:53 -0500
To: gzg-l@csua.berkeley.edu
From: Brian Bell <bkb@beol.net>
Subject: RE: ADS--A Prayer to St Jon
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> At 2000.12.28 -0500 13:54, you wrote:
Anyway, as Jon said, "Play the game not the rules". :-)
---
Brian Bell bkb@beol.net ICQ: 12848051 AIM: Rlyehable The Full Thrust Ship
Registry:
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---
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From: "bif smith" <bif@bifsmith.fsnet.co.uk>
To: "full thrust" <gzg-l@csua.berkeley.edu>
Subject: RE-[FT] SML-AF
Date: Fri, 29 Dec 2000 00:40:17 -0000
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john L raised these points, and I will try to answer these, and hopefully make
some sense.
> Greetings,
> Bye for now,
1-No, I would use them in the fighter phase (not secondary phase), and
after
the fighters have moved (makers for SML-AF placed after fighters).
2-No, SML-AF dammage/kills taken immediatly.
3-The game mechanics for scatterguns have allready been worked out and
well understood. Reusing them in this way is the easier than trying to make a
totally new game mechanic up for interception. PS- I thought that
sub-munitions cannot target fighters?
4-I chose 12 MU so that the ship can engauge and destroy the fighters
before the fighters can engauge the ship it`s self. The ADFCon funtion comes
from the fact that the AF missiles are targeting the fighters independently.
You were saying that a ship using these couldn`t fly faster than speed
12/16. I
seem to remember someone saying the same thing about SML`s recently?
5-The rounds can be shown in the record sheets, the same way that
ER-SML`s
are now (but with a different symbol). The player has to decide if they are
going to use the AF-SML, or the normal SML rounds, at the appropreate
time, and hope they guess right, because they can only be used for one or the
other in a turn, not both in one turn.
BIF "yorkshire born,yorkshire bred, strong in arms, thick in head"
PS- I`m sure there`s something I forgot/overlooked, but I`ll reply when
someone points it out.
PPS-The thinking behind this is to allow the carbine (probably wrong
one) bug CLM to be a useful (and the first time it`s used) fighter killer.