From: Robert N Bryett <rbryett@g...>
Date: Thu, 23 Jun 2005 17:40:09 +1000
Subject: Fire Control lock-on.
> The idea of a lock-on roll for a ship's fire control system(s) to I've only recently started to play FT, but I've played many games of WRG's naval wargame Seastrike which uses a fire-control/serviceability test for every shot, helicopter launch, airstrike etc. Seastrike uses a pack of special cards rather than dice to handle random factors, but essentially one has a 50% chance per shot (a shot being one attempt to fire one ship's weapon at one target) that the weapon malfunctions or the fire control fails to lock on. If the target is acquired, one then tests for effect. At times one definitely seemed to spend a LOT of time flipping cards for not much effect. Seastrike requires an FC test per weapon/target pair, and testing only per shooter/target pair would cut down on the number of tests required. I definitely got the feeling that my ships' weapons weren't all that reliable (which might be realistic of course), and it was prudent to plan for redundant attacks, but it's certainly frustrating to pull off some nifty manoeuvre, only to be left holding an empty bag on the attack. Flailing away making futile attack attempts certainly makes the game SEEM slower, even with a fairly streamlined mechanism. I'd rather assumed that fire control was factored into FT's existing "chance to hit" rolls. If one added a FC check without adjusting fire effect resolution, wouldn't one simply make it harder to score hits, which would slow down the game? Do we feel that ships die too quickly in FT at the moment? > The main argument FOR such a system is that a lock-on roll allows to include in the game under the basic FT mechanisms as they stand; such things as ECM/jamming, stealth, target agility, enhanced sensors, etc etc.... <<<< I can see that. How much of a demand for this is there? Is everyone out there using the bogey markers and other "fog of war" options already offered by FT? > 1) Adding in an extra die-roll step to the combat sequence, with I did rather like the idea someone suggested of adding different coloured dice (one die per firecon allocated to the target?) to handle the lock-on test. But then some sort of record keeping would presumably then be required to ensure that no firecon is used for more than one target per turn. I'd be less worried about an extra die-roll, than about all the modifiers (+1 for enhanced sensors, -2 for target stealth etc.). It could end up like the old WRG ancients rules with all sorts of tables to look up. > 2) Larger numbers of firecons become much more attractive that under Is that a problem? Designers would have to trade off mass, points etc. as normal. > 3) If you blow the lock-on roll(s) then you just don't get to fire My experience with Seastrike leads me to think that an FC test would make attacks feel "chancier" and encourage redundant attacks. Fleet Book smaller ships would be at a disadvantage with only one firecon (Do we need a way to make light units less effective?). It MIGHT discourage fast slashing attacks (FSE?) since coordinating movement and fireing would be more difficult, and encourage a slow "phalanx"-like approach (NSL?) to give the less reliable weapon systems more chances at the target. Playtesting required obviously.