From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Mon, 19 Feb 2001 08:28:39 -0500
Subject: [FT] EMP Weapons Recap
So, The discussion is winding down, but we've reached little consensus. We have a few tweaks to some of the weapons under discussion, but nothing conclusive. We have people that like damage lists and people that don't. We have a genre weapon that works well withing the genre, several potential simple-to-complex threshold mechanics (both chosing how many and which systems get checked). I feel better able to tweak the stuff I've designed to get in line with sentiment, but don't want to presume about others'. In many cases, alot of us will be agreeing to disagree about how these things actually work. What I'd like, especially from those that have discussed specific systems (that they've either generated themselves or have a real interest in) lay out some final ideas i can syntehsize into the WDA entries. Then we can move on. I think next group will be needle weapons, as the EMP discussion came close to treading on them anyway, and the yahoo list (which I haven't yet looked at) seems to be having a to-do with it. For example, here are my edits to the couple I contributed: Temporal Distortion Gun: Added note at the end - Genre Weapon at best. Too impractical for normal play. Scrambler Pulse: Because the Scrambler pulse does not have the aiming problems of a missile, the effect will be reduced to either: 1) FD-6 on attack. Roll of 4 = threshold at 6, 5= thesh at 5+, 6=threshold at 4+ 2) As MT missile but 3-4 = thresh on 6+, 5-6=thresh on 5+ Most other advantages of a direct fire EMP weapon are mitigated by the limited range. One other possible fix is making extra arcs +2 Mass