[FT] Enhanced weapons

4 posts ยท Jul 24 2000 to Jul 25 2000

From: Laserlight <laserlight@q...>

Date: Mon, 24 Jul 2000 13:10:02 -0400

Subject: [FT] Enhanced weapons

As part 2 of my "quality is good" list of suggestions:

Option 1:
Enhanced Targeting: weapon adds +1"/6" to range capability.
Superior Targeting: weapon adds +2"/6" to range capability.

Example:
Aaron, with Target-E, fires Beam-3's at Indy's cruiser, 28".  Since he
has Target-E, his beam 3 does 3d6 at 14", 2d6 at 28", and 1d6 out to
42".   He rolls 2d6 for his beam-3 and does 7 point of damage (rerolls,
you know).

Indy fires back with his beloved PTorps and Target-S.  The normal range
bands for PTorps are 6/12/18/24/30 so Indy would miss on a 5-; since he
has Target-S, the range bands are 8/16/24/32/40, so he misses on a 4-.
He fires three torpedoes, rolls three 1's and misses with all of them.

Option 2: Enhanced Targeting: first 3" are free. Superior Targeting: first 6"
are free.
In this concept, using Target-E, a target at 15" would count as 12"; a
target at 28" would count at 25".

I assume that either way, the cost of Improved Targeting would be based
on the value of the whole ship--but what cost should it be?

Improved Target would not affect the range for placed ordnance (SM, More
Thrust missiles, fighters, PBL), ADFC or PDS.

From: Indy Kochte <kochte@s...>

Date: Mon, 24 Jul 2000 13:40:02 -0400 (EDT)

Subject: Re: [FT] Enhanced weapons

> On Mon, 24 Jul 2000, Chris DeBoe wrote:

> As part 2 of my "quality is good" list of suggestions:

From: John Leary <john_t_leary@y...>

Date: Mon, 24 Jul 2000 19:04:53 -0700 (PDT)

Subject: Re: [FT] Enhanced weapons

> --- Chris DeBoe <LASERLIGHT@QUIXNET.NET> wrote:
...
> Option 2:
XXX Not really a logical way to cost a 'system', and it is inconsistent with
the way weapons are treated in the rules. A type 'X' radar system
will not have a different cost/performance if
mounted on a freighter, than if mounted on a battleship. XXX

> Improved Target would not affect the range for
XXX
     However it could;   an E-sensor array could
be given a 1 inch shift after movement, and an
S-sensor array could get a 2 inch shift.
XXX

I generally dislike the concept of the 'free shot' or 'my type 1 can outshoot
your type 1' type of play. If a sensor is dedicated to a specific weapon type,
it is not so bad. (I.E. beam 3 battery on a ship) The dedicated sensor also
will require the installation on a secondary sensor for general
use.   (I.E. all other systems on the ship)
Another requirement is that the standard sensor now becomes an icon on the SSD
and can be eliminated at a threshold.

In our group the E and S sensors, and ECM have generally been used to improve
the starting positions of the 'better' equipped side. (Thus avoiding the 'line
up an charge' option, that is most common.)

Bye for now,

From: Laserlight <laserlight@q...>

Date: Tue, 25 Jul 2000 08:47:05 -0400

Subject: Re: [FT] Enhanced weapons

John Leary opined:
> Not really a logical way to cost a 'system',

My description wasn't clear. I wasn't thinking of it as "Improved Sensors" (ie
a system) but as "Improved Gunnery Skill". It wouldn't had a Mass or
SSD but would increase the points cost (because live-fire exercises are
expensive). That way you could have different quality ratings without
invalidating the SSD--say if you wanted a game of "the elite NAC
squadron takes on a second rate, but large, ESU Colonial 3rd Fleet."

> > Improved Target would not affect the range for

Hark, I didn't think of that. Good idea.

> In our group the E and S sensors, and ECM have

While not relevant to what I'm talking about, I'd be interested in seeing
these rules, either on or off list.