From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Thu, 04 Apr 2002 20:54:10 +0200
Subject: Re: [DS] Points system was [DS] Hidden Units...
> Beth wrote: > does anyone have any suggestions as Well, PDS and APFC already do that <g> > I don't doubt Oerjan may have more. FCS costs need to be re-set. Taking a close look at the various weapon types, making GMSs use ammo (adds tracking) > Ryan Gill wrote: > There has to be a cost to building a heavy vehicle vs a light one. Correct. There has to be a COST to building a heavy vehicle. That cost does NOT have to be a movement penalty - on the contrary, in fact; in the game, the appropriate cost is a POINTS cost. > Armor should lower speed. Not capacity. If you're talking about steel armour exclusively, you're right. If OTOH you include all kinds of light-weight armour materials - which are lighter but considerably bulkier than steel for the same level of protection - you're wrong. > If you slope armor, you If you lengthen the volume (or widen it, if you're talking about sloping the side armour), it gets longer (wider). While the actual *volume* doesn't change, its external dimensions *do* increase. The sloped-armour vehicle will "look bigger" than the vertical-sided one; in DS2 terms, "looking bigger" translates directly as "having a larger signature". > Hmm. The thing I'm trying to hit here is the ability to get a large, If you change the armour *in the game*, you start the *game* vehicle design procedure from scratch. > Points are the final means of gauging something, we're looking at No, we aren't. Points are the *only* means of gauging combat effectiveness IN THE GAME - which is what we are talking about here. > If I take a given vehicle that is size 2, and armor 1 and then add If armour and mobility both costs internal capacity, what you actually do IN THE GAME is this: 1) You have a size/2 vehicle with armour/1, mobility X and payload Y. 2) You create a new size/2 vehicle design with payload Y and armour/2. Since armour/2 takes up more capacity than armour/1, this new vehicle design doesn't have as much capacity left to spend on mobility - which means that the "uparmoured" vehicle will be slower than the original one (unless you spend extra points to get a higher BMF out of the same internal capacity - aka "up-engining"). The end result is still that your up-armoured vehicle is slower (unless you also up-engine it), but unlike your suggestion it also assigns the (hopefully) appropriate points cost to the up-armoured design. Regards,