From: mehawk@c... (Michael Sandy)
Date: Thu, 18 Dec 1997 23:02:40 -0800
Subject: Re: (Dumb question) Logistics in Full Thrust
> > > Michael Sandy No, but I read a lot and followed all the position reports in the first Empress Arianna Tournament. I really have no idea how easy or difficult it is to visualize where a ship will end up after what course. Theory vs Praxis, you know. As point based systems go, Full Thrust is surprisely difficult to hack. Having found major abuses in Champions, Shadowrun, Gurps, and a few other RPGs that crossed my path, I find that refreshing. The only completely out of spirit concept was the FTL suicide ship squadrons. Even that isn't a major problem, I mean, if you can't move your fleet out of a 6" radius with a full move warning you deserve to get hit. A ship has to maintain course for a full turn while charging up the jump engines, and that jump engine charging is _obvious_. Seriously, you never want to spend a lot of time in anybody's 12 arc anyway. Obligatory semi-abuse: Suppose you have several systems to defend and you want to make sure the defense will at least take some attacker with you. A couple of suggestions: Have a huge number of planet based fighters, 32 point per group Long endurance fighters, 44 point long endurance Multirole Attack fighters 38 point Torpedo fighters (Planet based Torpedo fighters can afford normal endurance because they are only going to make one attack and then attempt to return to base) and 80 point Robot Interceptors Robots interceptors are kind of neat because your opponent has to decide whether to lose a squadron of interceptors killing them or risking the robot interceptors ramming their ships. The goal is to take out the attackers interceptor squadrons completely. Once he is left with only attack and torpedo bombers you can send in your own Carrier attack force and butcher him. Of course, your opponent could get wise and try to kill your fighters with ADAF, but he could lose some ships that way.