From: Andrew Ayres <ftshipcreator@b...>
Date: Sun, 13 May 2001 19:50:44 +1000
Subject: Freespace (Was FT-Battleship designs) (Long)
I may be a bit behind, but then I have just caught up on some 1500 messages for a period of around a month and a half (lack of time to read til now) - and still have the 130 odd United States in FT thread and its spin offs to read through on top of the 1500. I must say that is the longest/most prolific thread I've ever seen, but I guess there is a lot of proud yanks out there. Anyway... These Battleship Turret ideas are a bit like a Freespace conversion I fiddled with for a little while around a year ago. A brief summary of what I can remember of it is: Huge capital ships (very big and strong, kilometres long), with multiple large escort craft (corvettes, frigates, escort cruiser's, etc) whose masses are actually considerably bumped up compared to normal FT. The capital ships were primarily carrier/SDN combined into 1. The main hull of ships contained Drive Systems, Main Bridge, sensors, etc, then all weapons were in turrets. Turrets were dedicated to one bank of weapons with a FCS - eg a single large class 5 or 6 battery ( we are talking about HUGE ships), multiple class 3 batteries ( kind of a multi shot/gattling style turret), or an AA turret - a variant on an ADFC and multiple PDSs on each. The ADFC variant simply allows targeting of ANY fighter/missile/Freespace Torpedo within 6mu, without the screening allowance it has normally (i.e. hitting any fighter attacking a friendly ship within 6"). The turrets had their own armour and hull points and (I think) a MD type system representing reactor and other needed systems. An option that could be used was that bridge core box was control computers, normal bridge effects. Turrets could then be destroyed/stripped from the Hull separately. Fighters would play a BIG role. They could target any turret on the same side of the ship they were attacking from, or could 'tag' a turret. The ships could only target the ship (not the turrets), unless a fighter 'tagged' the turret. If the turret is in the arc facing the ship, it could be targeted with the ship's weapons. The main Hulls contained multiple fighter bays (a fair few), or these could be in a turret like module (can't remember which). The argument for the separate modules is that given the number of fighters, they would no doubt be centralized, and be very clearly visible as a turret would. If the ship died, all turrets of course died, and I had come up with some system for damage to flow onto turrets with each threshold but I can't find the rules, and can't remember them. I had also considered the option of having sensors, drives, bridge, etc as separate modules like turrets, like in the game, except I think it would be getting a little out of hand for each ship. As for fighters, the carrier/SDNs would carry many squadrons. They would have a few standard and heavy groups, multiple interceptors for screening ships and for defending the all important bomber fighters. The bomber fighters had beams like anti-ship fighters (eg more effective against ships, but less effective against fighters - except PSB is that they are too big, slow firing and hard to aim against fighters compared with kilometre long ships). The bombers also carried torpedoes (1 to 3 of them), which would be launched at a ship, detonating with a certain range (somewhat small in game terms) with an area effect of 1 to 3 mu radius, depending on scale. These would operate like Plasma Bolts lvl5, for PDS and damage. Damage is rolled for each ship in the radius, and applied in full to the ship and each turret that can face into the side the torpedo hit from. For fighters, roll 1D6 for each squadron within the radius, rolls of 1-3 the group escapes unscathed (they see it coming and run), 4 make the equivalent of 1 PDS attack on the group (with rerolls), 5=2 attacks and 6=3 attacks. If a group was attacking the torpedo, add 1 to the roll. Bombers are also the more expensive and (I think) were heavy fighters as far as having 2DP each - hence the need for a lot of interceptors. This was to reflect the game, where interceptors tried to fend off deadly bombers and torps, and defend their own bombers from interceptors. There was also no shortage of AA turrets. Another system I cant remember details on is flak turrets which were indiscriminate area effect anti-fighter turrets. That's the most of what I can remember of it and is a bit vague, even though long. I may dig around for the points and details, but they aren't in the obvious places so I don't hold high hopes of finding them. It would be great if discussion could formulate some details and points as it would be fun to have epic battles with these huge ships and masses of fighters (I dare say fire resolution would take the longest part of each turn).