[FT] A Modest Rate of Fire Proposal

3 posts ยท Feb 26 2002 to Feb 27 2002

From: Robert W. Eldridge <bob_eldridge@m...>

Date: Tue, 26 Feb 2002 09:12:00 -0500

Subject: Re: [FT] A Modest Rate of Fire Proposal

Having played Civil War naval games for many years where guns fired every n
turns, I will say that unfortunately many players get bored if they cannot
fire every turn or at most every other turn, and don't appreciate the tactical
nuances.
> gzg-l@csua.berkeley.edu wrote:
2. Pulse torps fire every third turn 3. Multiply total damage by the class of
the beam, or PTorps by 3. 4. Do not adjust damage capacity of ships, armor or
shields. 5. Thripple the reload time for fighters.
7. Respect cool-looking typos.
8. Missile ROFs do not change, although I still like my Individual Missile
Launcher (first posted under a different name some time ago) in place of SMLs
for this variant.

A. This adds more tactical considerations, such as "fire now at long range, or
risk losing weapons before closing next turn". B. Ships go boom.
C. High-thrust ships with class-1 beams become really vicious in vector
knife fights.

From: Kevin Walker <sage@c...>

Date: Tue, 26 Feb 2002 23:42:19 -0600

Subject: Re: [FT] A Modest Rate of Fire Proposal

> On Tuesday, February 26, 2002, at 02:13 AM, Michael Llaneza wrote:

> 1. All beam batteries fire every n turns, where n is the class of the
in
> place of SMLs for this variant.

This will make initiative a lot more important at closer ranges. Also limited
weapon arcs will become more effective as some of the amount of time spent
turning (in cinematic) is down time anyway for the weapons. I suspect this
would provide further incentive for fleets to engage head

on to make sure they can fire simultaneous or first with their weapons at
reasonable to best ranges and to make sure they're in arc...any fleet

that doesn't will be down significant strength. This will also further widen
the little ship vs. big ship problem. Interesting proposal...one
I'd use only to represent a particular sci-fi setting.

From: David Reeves <davidar@n...>

Date: Wed, 27 Feb 2002 09:21:30 -0500

Subject: Re: [FT] A Modest Rate of Fire Proposal

actually, our group has been doing exactly that for a year now. before, our
battles would be over in about 3-4 turnswhere there was 1 turn of
sniping, 2
turns of furious fire, and 1 turn of mop-up.  not much command decision
and not satisfying at all.

although it involves a bit more record-keeping, weapon recharging adds
much more decision (sweating). the result is games that last a bit longer, but
there is much more happiness tho.

basiscally, beam weapons recharge 1 turn/beam level.  since we do a B5
universe, we use HBW with special recharge rules. missles depend on the
launchers ROF. some examples are:

   1/2 turns
   2/2 turns
   1/turn
   2/turn

we have others changes as well that introduce more tactical thinking, decision
and sweating with little overhead. I can post these later after I complete the
latest revision to the house rules....

Dave