balancing Fighters and different SM loads

8 posts ยท Jul 6 1999 to Jul 8 1999

From: Jerry Han <jhan@w...>

Date: Tue, 06 Jul 1999 10:37:08 -0400

Subject: Re: balancing Fighters and different SM loads

> jeremy claridge wrote:

I tend to agree. While fighters are powerful, they can be stopped. If
anything, maybe we need new systems, or tweak old ones (I like the
idea of expanding the range of PDS, or perhaps re-creating the ADS
e.g. MASS 3, POINTS 10, can engage any fighter group within 12", regardless of
whether or not it's attacking any ship in the area.)

Something else I've been playing with which would help are differing
SML loads.  Right now, we have two anti-ship loads - SM, and SM-ER.
We'd add two more - SM-AF, SM-B

SM-AF is an anti-fighter loadout.  Range 24", detonation radius 6".
Every fighter group within the detonation radius is attacked by d6 missiles;
each missile attacks like a fighter. If the fighter group burns a CE to escape
the detonation radius, the number of missiles per fighter group is halved, and
each fighter group is treated as having
level 1 screens (level 2 for heavy fighters.)  No-rerolls. MASS: 2

SM-B is a bombardment loadout; instead of carrying missiles, it carries
a large anti-matter bomb.  (This was tossed around in playtest, and a
version of it exists in EFSB.) Range 24", detonation radius 6". Every
object within the detonation radius takes a d6 worth of damage, -1 per
inch of range outside of 3" radius. Fighter craft lose that many fighters;
heavy fighters lose the number halved.  No re-rolls.  MASS: 2

From: John Leary <john_t_leary@y...>

Date: Tue, 06 Jul 1999 15:51:35 -0700

Subject: Re: balancing Fighters and different SM loads

> Jerry Han wrote:

> SM-AF is an anti-fighter loadout. Range 24", detonation radius 6".
Every
> object within the detonation radius takes a d6 worth of damage, -1 per
JTL XXX

Bye for now,

From: Jerry Han <jhan@w...>

Date: Wed, 07 Jul 1999 10:30:03 -0400

Subject: Re: balancing Fighters and different SM loads

> John Leary wrote:

Oh, I forgot about that part (I was typing these in from memory.) Fighters
can't attack and destroy SM-AF loadouts, like they can attack the other
types of SM.

> XXX
Every
> > object within the detonation radius takes a d6 worth of damage, -1

My thought was every object in the blast radius takes the damage. (Actually,
didn't I say that i.e. 'Every object within the detonation radius
takes a d6 worth of damage, -1 per inch of range outside of 3" ' )

J.

From: Thomas Anderson <thomas.anderson@u...>

Date: Wed, 7 Jul 1999 17:32:03 +0100 (BST)

Subject: Re: balancing Fighters and different SM loads

> On Wed, 7 Jul 1999, Jerry Han wrote:

> John Leary wrote:
Every
> > > object within the detonation radius takes a d6 worth of damage, -1

yes, you did say that: your rules seem clear and consistent. however, i would
object that they differentiate between ships and fighters: if everything in
the blast area takes at least 1 point of damage, shouldn't fighters be
destroyed instantly, a la nova cannon? i can't see why fighters would be
immune to the blast (although you can prove anything
with PSB). note that this would make the SM-B a very effective
anti-fighter weapon, which is not what it was intended for.

Tom

From: Jerry Han <jhan@w...>

Date: Wed, 07 Jul 1999 16:06:21 -0400

Subject: Re: balancing Fighters and different SM loads

> Tom Anderson wrote:

Oh damn. Grrrr. I didn't think of that.

I guess, in the spirit of the weapon, an exploding blast wave would
tend to wipe out small stuff in its path.  (8-)

Back to the drawing board...

J.

From: Laserlight <laserlight@q...>

Date: Wed, 07 Jul 1999 18:24:40 -0400

Subject: Re: balancing Fighters and different SM loads

> Tom Anderson wrote:

Jerry Han muttered:
> Oh damn. Grrrr. I didn't think of that.

Blast wave? In vacuum? Over 1000's of cubic km?

The "explosion" actually sends out thousands of mini-missiles with a
limited
seeking ability.   Fighters are larger targets but have better
countermeasures than missiles do (missiles don't complain about high
casualty rates).   Therefore missiles are more likely to be destroyed
than fighters.

(This is similar to my Pseudo Scientific Baloney for the Alarishi Antimatter
Cloud Projector a.k.a. Wave Gun, so this leap of logic was not from a standing
start).

From: John Leary <john_t_leary@y...>

Date: Wed, 07 Jul 1999 15:49:57 -0700

Subject: Re: balancing Fighters and different SM loads

> Jerry Han wrote:

> > If I was going to burn an endurance to run away, I might as
Fighters
> can't attack and destroy SM-AF loadouts, like they can attack the

> > The rule is inconsistent, either 'every object' takes 1D6 of

I can live with that!

Bye for now,

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Thu, 8 Jul 1999 09:59:23 -0400

Subject: Re: balancing Fighters and different SM loads

> Tom wrote:

> Jerry wrote:

Why not make it an EMP blast? Ships in the center 1" threshold at 4, next 1"
at 5, outer 1" at 6. Fighters in the center 1" take 1 damage and lose 4
endurance, middle 1" only lose 4 endurance, outer 2" lose 2 endurance. I think
this would have to be a slightly massier and more expensive SM
round -
like an ER round at least. Myop is that this description matches the B5 Narn
"Energy Mine" pretty well.