FT-Accelerations?

2 posts ยท Dec 19 2000 to Dec 19 2000

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Tue, 19 Dec 2000 06:37:46 -0800

Subject: Re: FT-Accelerations?

Hi Brian,

Thanx for the response. There's a couple new ones in there that I hadn't
considered.

Have a good one, Schoon
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: FT-Anime designs in FT
Date: Tue, 19 Dec 2000 10:03:12 -0500
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I once did a classed Wave Gun for an Anime Specific series of games.

The Wave Gun as listed in MT with cost/Mass from FB1 was a class-2
Wave Gun.

Classed Wave Gun:
Mass: 6 x 2^(Class - 1)
Cost: 3 x Mass
Charge: 3/Class (1d6 during orders)
Range: Equal to Class number of Range bands (min. 3) Range Band (RB): 12mu
Width: Class for RB1 and gain 1mu per RB
Damage: Class d6 in last RB + 1d6 for each closer RB

It worked well in the Anime specific series of games we ran. But is probably
skewed for normal play. Classed Wave Guns
Class Mass Cost Charge RB     RB1     RB2     RB3     RB4     RB5
			     L W D   L W D   L W D   L W D  L  W D
  1	6   18	  3    12   12 1 3  24 2 2  36 3 1
  2    12   36	  6    12   12 2 4  24 3 3  36 4 2
  3    24   72	  9    12   12 3 5  24 4 4  36 5 3
  4    48  144	 12    12   12 4 7  24 5 6  36 6 5  48 7 4
  5    96  288	 15    12   12 5 9  24 6 8  36 7 7  48 8 6 60 10 5

We also used "Mecha" fighters that could choose to land on a ship INSTEAD of
attack it (if it survived PDS). If Mecha were on a ship, any attack against
the ship was as Attack Fighters and they were treated as Heavy Fighters if
they were shot at (while on the ship). Additionally, while on a target ship
any fire directed against them that rolls a 1, automatically damages the
target ship. Also, for any attack against a ship with Mecha landed on it, the
Mecha group took 1d6 beam damage. In space, the Mecha were treated as standard
fighters. Landed Mecha vs Landed Mecha was treated as a Interceptor vs
Interceptor dogfight (very vicious). We costed them as Attack Fighters.

Additionally, we also had "Chargers" for the Wave Guns. A charger
had a mass of 6 and cost of 3 (identical to Class-1 Wave Gun),
and rolled an ADDITIONAL 1d6 power for a Wave Gun. Power from a charger was
stored seperatly and had a discharge mechanism. So if a charger was lost to a
threshold check or needle attack, it did NOT damage the ship. This also meant
that the wave gun usually had a smaller charge in it when it was hit by a
needle attack or threshold check.

This game balanced fairlty nicely as ships had to decide if they wanted to
fire the main gun or defend against mecha.

-----
Brian Bell bkb@beol.net
-----

> -----Original Message-----
[snip]

> BIF
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From: "Peter Mancini" <peter_mancini@msn.com>
To: gzg-l@csua.berkeley.edu
Subject: Re: FT-Accelerations?
Date: Tue, 19 Dec 2000 10:16:10 -0500
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> What thrust would be required to move a 20 k-tonne SD to generate a

Well, if one applies angular momentum and spins the ship 25 radians around
it's moment, after a short forward acceleration, not much thrust is needed at
all. The ship simply sidesteps the round.

However given the time to detect the round's launch and track it
incoming -
such a manuever would have to be automated to say the least as well as quite
specialized and probably not worth it in the end.  I think most K-Gun
misses would be because of problems with detection resolution giving bad fire
solutions along with the fact that very few ships are going to be heading in a
straight line and just aren't where you thought they were!

--Peter
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From: "Peter Mancini" <peter_mancini@msn.com>
To: gzg-l@csua.berkeley.edu
Subject: RE: UN SDDs
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Thanks, I am checking it out now!

> Have a look at

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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: FT-Accelerations?
Date: Tue, 19 Dec 2000 11:04:03 -0500
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You also need to decide if the K-Gun (or any other weapon) is firing 1
projectile or many over the span of a turn. FT leaves it open as to
whether a Class-1 Beam is one large weapon or a multitude of smaller
weapons whose damage accumulates into 1d6 of beam dice damage
over the course of a turn. The same could be said for K-Guns or
almost any other FT weapon.

When I first started playing FT we used 1/4 of a light second (~
70,000km) per inch, but did not specify a time length per turn. It made it
easier to believe that you could miss something with an energy weapon at a
range of several light seconds.

Now I usually think in terms of 1000km/inch and 15 minutes per turn.

-----
Brian Bell bkb@beol.net
http://www.ftsr.org/
-----

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In a message dated 12/18/00 11:28:02 PM Pacific Standard Time,
> KH.Ranitzsch@t-online.de writes:

<< Has anybody tried using the old SPI/AH 'Freedom in the Galaxy' as a
campaign base?
 More-or-less unique in that it provides scenarios for anything from
space fleet battles to commando raids. >> I play it years ago and it was great
fun. It would definitely generate all kinds of scenarios, for FT, DS, SG, and
even FMA. But it's a major project to play just by itself, let alone
integrating miniatures. Jed
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From: "Peter Mancini" <peter_mancini@msn.com>
To: gzg-l@csua.berkeley.edu
Cc: rodney.c.fernald@siemenscom.com
Subject: Re: New Conversion of Babylon 5 for FT
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Thanks Oerjan for you analysis.

The rules are proposals and have not yet been tested. I am working on the
SDD's now. I am writing an improved excel worksheet for calculating ships. I
found one that was useful, but when generating lots of ships proved to be
inadequate. I should have the Narn done shortly.

On the meson beam - with most ships only having 3-5 crew, this weapon is

seemed to me to be very effective. The costs and such were just pulled out of
the air and after testing will be reevaluated. Again, since this is a young
project these things are only proposals.

If we take B5 the series at face value we have several problems with
consistancy and those must be resolved. The first has to do with ship
designation. Cleary JMS is an average joe in comparison to his knowlege of
naval operations. The Omega "Destroyer" should really be called the Omega
"Battleship".

Another is tactics - in 50% of the battles involving Omegas, there were
at least 1 if not more ramming attempts. 1 fellow in our gaming club has
painted Galley Eyes (see any number of Greek Triream illustrations) on his
Omegas. I am sure he was just trying to be dramatic. The same goes for the
Shadow Weapons slicing up ships with one hit. Dramatic, but pretty much

uninteresting from a gamig point of view. It is more akin to
paper-scissors-rock.  Now then, I suspect I'll get over-ruled and much
more devestating weapons will be proposed, in which case the Shadows will be
relegated to scenarios rather than be useful in a strategic-tactical
game.
The Shadows are either all-powerful or totally neutralized by psi.

On armor blocks, having played naval games from all periods of history, I do
believe that big ships should be basically untouchable by small ships until
something has been done to ablate their armor. Also, please don't forget that
there are NUMEROUS weapons that bypass armor in the rules as
written -
so it is not like small ships could never deal with capital ships. Small ships
should be there to intercept missiles and fighters and large ships

should be there to deal with other large ships. As far as I am concerned, the
single fighter defeating the immence death star is a fluke of Hollywood (which
at least had the decency to require a bit of "Force" to get the job done.)

The Minbari are interesting.  Their ships seem all-powerful but under
close inspection of several of the episodes we see why. The first is that
during the Battle of the Line they had Electronic Frontier Supeiority which
allowed them to neutralize all fire control solutions used against them.
However,
when they were sucker-punched during the first encounter they suffered
what was shown as massive damage from a first round of attacks deliverd by
Hyperion and old Nova ships with much less than state of the art weaponry as
exists in the B5 years. This lead me to believe that the Minbari rely heavily
on electronic means of security over robust physical design. Using the concept
of symetry I have started to design their weapons and defenses on concepts
around Screens rather than around armor. The Narn and Earth

Force will be designed around armor and the Centari will use a little of

both. Sort of like the transition for the Assyrians from Chariots to
Cavalry - they kept the Chariots around for 300 years out of
conservatism.

What I like about this project is it gets me together with my friends to

discuss an interesting show and how to model it using a balance of what we see
on TV vs. what seems most realistic. Another thing I like is discussions like
this that get into depth about gaming mechanics. Finally it is encouraging me
to work on my Excel skills which have lain dorment for much too long.

Thanks, Peter
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Date: 19 Dec 2000 16:50 GMT
From: KH.Ranitzsch@t-online.de
Subject: Re:[OT]FITG Was: Cerebus Re: No campaign system...
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> Absender: JDoch226@aol.com

> I play it years ago and it was great fun. It would definitely
it's a major project to play just by itself, let alone integrating
> miniatures.

Yes, I fear so. Perhaps the planetary or province level games might be more
manageable?

Greetings Karl Heinz

From: Laserlight <laserlight@q...>

Date: Tue, 19 Dec 2000 12:58:24 -0500

Subject: Re: FT-Accelerations?

> Before anyone answers any of those questions, you've got to decide

7.5 minutes if 1mu = 1000km and 1 mu/turn = 1 gee