In message <001301c0caf7$9c49f7c0$bbc2893e@inty>
> "Bif Smith" <bif@bifsmith.fsnet.co.uk> wrote:
> This is another repost because I didn`t get it back, so sorry if you
[snip example]
> BIF
Probably
> would require a arc to specify the turret will be pointing.
As an alternative idea, we could 'nick' the Vree turret concept from B5
wars - and modify accordingly -
thus:
Turret (Class 1 to lots)
This system can contain any number of sub-systems whose total mass does
not exceed the class of turret.
The sub-systems are usually 1-arc weapons, but can include any system
(only worth it for limited arc systems).
The turret system is represented by a circle enclosing the sub-systems.
In play, the facing of each turret must be selected and noted during the
'write orders' phase (facing is 1 of the 6 arcs) - this facing then
becomes the facing of the sub-systems for the remainder of the turn.
The turret is susceptable to threshold checks as normal - if it fails a
check - it is jammed in its current position until fixed - sub-systems
roll thresholds separately.
Armour and structure of turret are figured as part of hull (for simplicity).
MASS = Turret Class/4 for 3-arc travers, Class/2 for 5-arc traverse.
This does not include the MASS of the sub-systems - which must be paid
for separately.
COST = MASS x2 (does not include sub-systems)
MASS and COST values are open to discussion :-)
Your example using this system:
Mass=300 Cost=1090 (if fitted with K5 bats) DP=60 Armour=10 FTL=30 Drive
(T=4)=60 FC x4 Screens x2 PDS x6
5-arc Turrets Class 22 (x4)=12 mass each.
Each Turret contains:
K-5 x2 (22 MASS)
Ok, your version is cheaper - maybe my turrets should be cheaper?
Questions inserted below
> On Tue, 24 Apr 2001, Charles Taylor wrote:
> As an alternative idea, we could 'nick' the Vree turret concept from
Any system? *snicker* Wave Gun? *snicker* Serously, though should some of the
missle systems be turreted?
> The turret system is represented by a circle enclosing the
What happens if the turret is needle beamed? (Can it be needle beamed?
Suddenly I'm drawing a blank on that.)
> Armour and structure of turret are figured as part of hull (for
The only contraint on the MASS/COST I can think of is this: A Turret
with a specific one arc weapon should cost more than the weapon expanded to
include those arcs if possible.
I.E. a single turreted class 3 beam should cost more than a 3 arc class 3
beam.
> As an alternative idea, we could 'nick' the Vree turret concept from
Snip bits
> Your example using this system:
My version requires a less powerful hull (exchange hull DP for turret
DP),
so cost is probably better if mine is cheaper. Also, the example given above,
does it add upto 300?
> Any system? *snicker* Wave Gun? *snicker* Serously, though should
Why not?
> What happens if the turret is needle beamed? (Can it be needle beamed?
I haven't given this dingus a lot of thought, so I reserve the right to become
a critic at a later date, but...
***
Any system? *snicker* Wave Gun? *snicker* Serously, though should some of the
missle systems be turreted?
***
Well, I'd say a Wave Gun is damn large, almost a spinal mount, but I suppose
you could cost it out. As for the missle turrets, I'd think you could include
other complications. Is the missle ammo stored with turret?
BIG, expensive turret! Does turret have to turn forward to reload and/or
is it a slowed load time if the ammo is elsewhere?
Wouldn't a needle beam have the same effect on a turret of jamming it? Isn't
the only question as to whether THAT'S fixable?
***
The only contraint on the MASS/COST I can think of is this: A Turret
with a specific one arc weapon should cost more than the weapon expanded to
include those arcs if possible.
I.E. a single turreted class 3 beam should cost more than a 3 arc class 3
beam.
***
Feel free to flame away if I'm mis-interpreting your contention, but...
Any particular reason? The non-turreted beam isn't saddled with written
orders on bearing.
PSB: A turret is cheaper than building the number of emitters necessary to
cover all arcs of fire.
I missed some of this thread, but it sounds like you're using something like
the supership concept to design a little ship inside the ship. In other words,
each turret is a small vessel containing some systems? If this is true, then
it can have it's own drive system (MD1) sufficient to move the turret and
based on the weight of the turret?
Maybe it would help if you published an entire example. Say a Vree
battlesaucer with a big turret in the middle, all costed out?
> On Tue, 24 Apr 2001 devans@uneb.edu wrote:
> I haven't given this dingus a lot of thought, so I reserve the right
Now that's something to think about..
> Wouldn't a needle beam have the same effect on a turret of jamming it?
Yes, I would say that a needle beam jams the turret. But is that all it does?
If you have lots of weapons in the turret should you get a threashold check on
the contents too?
> ***
That could be true. It depends on how complicated the equipment is to turn the
turret and how fast the turret can turn.
We may also want to have a little discouragement cost on turrets so that
simpler record keeping is encouraged.
Ok, here's a new twist: Can you fire different weapons in the same turret at
different targets in the same arc?
I say yes but it requires extra firecons. (one per target; standard firecon
rules) But in say the Babylon 5 universe, I don't think you can. It comes down
to where you put the accurate aiming system. If it's on turret only no
multiple targets.
[quoted original message omitted]
> --- Bif Smith <bif@bifsmith.fsnet.co.uk> wrote:
...I
> suppose you could build
What would you need a launching bay for?
In message <Pine.SOL.4.05.10104241234080.22432-100000@babu.pcisys.net>
> Mike Stanczyk <stanczyk@pcisys.net> wrote:
> Questions inserted below
I don't see why not, of course, its quite possible that the turret
motors cannot be powered on the turn the wave gun is to fire - so you
need to rotate your turret the previous turn :-)
Less reason to turret missiles (except perhaps SMPs).
> > The turret system is represented by a circle enclosing the
It is disabled, and locked in its last position for the rest of the game (PSB
needle takes out the turret motor).
> >
> Mike
Remember that turrets are less useful than normal extra fire arcs, as the
turret arc must be selected during the write orders phase.
Well, thats my thinking anyway.
In message <003101c0ccff$e18b3f60$f8c3893e@inty>
> "Bif Smith" <bif@bifsmith.fsnet.co.uk> wrote:
> ----- Original Message -----
I _think_ Dave was suggesting that the MD1 drive represent the turret
motors needed to turn the thing - ATM it doesn't have any means by which
the turret could be moved.
In message <Pine.SOL.4.05.10104241412500.23048-100000@babu.pcisys.net>
> Mike Stanczyk <stanczyk@pcisys.net> wrote:
> On Tue, 24 Apr 2001 devans@uneb.edu wrote:
[snip]
> > Wouldn't a needle beam have the same effect on a turret of jamming
I don't think so [IMHO]
> > ***
Well, as I originally wrote it, yes (1 target per firecon) - but I think
I'd restrict it to only 1 firecon can be assigned per turret (in other
words - turret can only fire at 1 target).
If the firecon is on the turret - the cost goes up as you have to make
the turret bigger - OTOH - it could be ruled that each turret _must_
have its own firecon - especially in Bif's version (where each turret is
treated almost as a separate ship).
[quoted original message omitted]