[FT] Full Thrust-based WW2 Naval

5 posts ยท Sep 18 2001 to Sep 26 2001

From: Denny Graver <den_den_den@t...>

Date: Wed, 19 Sep 2001 00:39:35 +0100

Subject: [FT] Full Thrust-based WW2 Naval

Someone out there was developing these... Any progress?
From - Fri Sep 28 10:39:09 2001
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From: "Bif Smith" <bif@bifsmith.fsnet.co.uk>
To: <gzg-l@csua.berkeley.edu>
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Subject: Re: FT-Torpedo fighters
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[quoted original message omitted]

From: Richard and Emily Bell <rlbell@s...>

Date: Sat, 22 Sep 2001 10:40:22 -0400

Subject: Re: [FT] Full Thrust-based WW2 Naval

> NeoMatrix wrote:

> Someone out there was developing these... Any progress ?

It may have been me, or I remember whipping something off quickly for
consideration of the list and exploring how it could be improved. I still do
not have something that I would be really proud of (a professional writer
giving helpful hints to a group of amatuer scriptwriters emphasised that you
never show your garbage to anyone besides your editor). Be that as it may, I
have figured out a scheme
for the big guns, area anti-aircraft fire (shooting at fighters that are
not attacking you), armor, movement, antishipping attacks by aircraft,

From: Allan Goodall <agoodall@a...>

Date: Sat, 22 Sep 2001 13:19:29 -0400

Subject: Re: [FT] Full Thrust-based WW2 Naval

On Sat, 22 Sep 2001 10:40:22 -0400, Richard and Emily Bell
> <rlbell@sympatico.ca> wrote:

> NeoMatrix wrote:

I have done considerable work on a Russo-Japanese War version.

I'm not 100% happy with it. I was using beam weapon ideas for guns, but naval
guns don't have linear probabilities. I've figured away around that, though.

In the end, it doesn't look a LOT like FT. It's only about 30% FT with another
30% FT inspired. For instance, hull boxes work ala FT. So do thresholds.
Critical systems, though, are similar to that used in FT but obviously
expanded. Movement is a fair bit different.

From: Bif Smith <bif@b...>

Date: Wed, 26 Sep 2001 01:07:20 +0100

Subject: Re: [FT] Full Thrust-based WW2 Naval

[quoted original message omitted]

From: Allan Goodall <agoodall@a...>

Date: 26 Sep 2001 08:45:24 -0700

Subject: Re: [FT] Full Thrust-based WW2 Naval

> On Tue, 25 September 2001, "Bif Smith" wrote:

> Try a turreted K-gun, they don`t have the range vs dammage problem,

In fact, range versus damage is what I'm after. The problem is that beams are
totally linear. 1 die at the extreme range band, 2 dice the next range band
in, 3 dice one closer, etc.

First off, I changed the range bands to 6". I found that 12" was too "coarse".
I had 12" guns doing 6 dice at range band 1, 5 at two, etc. 6" guns were 3
dice at range band 1, 2 at two, etc.

As I did more research, I found that this isn't very accurate. The 6" guns
were actually very fast to fire. The amount of projectile energy in a 6" gun
versus a 12" gun over time at "standard" engagement ranges was about equal. Of
course, 12" guns had a much greater chance of penetrating armour.

I have three options:

1. keep the guns as they are and accept that it's not very accurate
historically. 2. change the guns. So that they don't have a linear drop off.
For instance, if I go to 9" range bands, I could do 8 (or 6 dice), 4, 2, and 1
for the 12" guns. 3. keep the linear progression but give the guns different
sized range bands. Since I doubt that I could keep each range band the same
size, this would mean some sort of look up on a sheet, which slows down the
game.

> Is it on a site? (wishing to be nosey <G>)

Nope, not yet. It's in a big Word file. I'm still working out some ideas. When
I come up with something, I'll post it.