Fighters [FT] and Decoys [DS]

1 posts ยท May 6 2002

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Mon, 6 May 2002 01:28:34 -0400

Subject: Fighters [FT] and Decoys [DS]

1. Fighters:
You can't even really do a non-linear point
system for fighters for two reasons: It is a fleet wide thing, but also I'm
sure it is really "fighter advantage" not "fighter count" that makes the
difference. If you bring 101 fighters and he brings 102, odds say the battle
is fairly even. If he brings 140, you're ass is grass. Also, if Jon T has
playtesters and convention goers who complain about calculating range dice in
FMA
style systems, non-linear math is so far out that
it isn't funny. Also, add to which the thought that we aren't likely to see
all the designs reissued, so figure that we're unlikely to see new systems
requiring an SSD box.

2. Decoys Oerjan, Beth.... thanks for the feedback. Allow me to take a
contrary opinion. Oerjan maintains decoys are beneath the DS2 granularity, I
say not. Why? They are NOT beneath the SG2 granularity, and SG2 has ECM and
Decoys. And in SG, what happens? Units fire at a single target vehicle. In DS,
fire from units is resolved element to element, so the situation is (IMO)
analogous. Now, if you toss out decoys for DS, I'd say do the same for SG. I'd
like to see the situation homogenous, but I don't really care which way.

3. Rules for homogenizing DS/SG
I had some of these posted on my old website before it went "kablowie". I have
them, plus some new ones, to get done up along with 3.4 billion other ideas
and user submissions, for stargunt.ca. I'll never get all caught up, but I've
registered the domain for another few years, so that one day I'll get up to
where I should be today..... (and I'll post notices when new content appears
like this that I know people want to hear about).