OK, I've done the number crunching on these for balance and have come up with
something balanced fairly evenly, using Pulse Torpedos as a
basis...
Full Thrust - Heavy Beams
Heavy Beams consist of two (or more) systems on the SSD: the Beam Power System
(BPS) and at least one Beam Emitter (BE).
The BPS is a combination of generator, capacitor, and discharger that can
store a number of Energy Points (EPs) up to twice its class rating. It can
discharge any number of stored EPs through any given Emitter.
The BPS generates power at the beginning of each turn, During Setp 1: Write
Orders for All Ships. The BPS rolls two dice for each class rating, which are
scored like Beam dice. The result is the number of EPs added to the BPS's
capacitor, up to its maximum. For example, on a Class 2 BPS the
rolls are 2, 3, 5, and 6 (re-roll of 3). This generates (0+0+1+2) 3 EPs.
When taking damage and a BPS fails a threshold check, they are not
automatically knocked out of commission. Instead, after failing the threshold,
roll one die:
1-2 BPS looses all stored EPs
3-5 BPS looses all stored EPs and its EP capacity is halved (the
second time this result is rolled causes destruction, as rolling a 6) 6 BPS
destroyed (any stored EPs are scored as additional damage!)
Beam Power System: Class 1 4 MASS 12 POINT COST Class 2 8 MASS 24 POINT COST
Class 3 16 MASS 48 POINT COST...the progression follows as for Beam weapons.
EPs must be channelled through a Beam Emitter. When firing, each EP assigned
to a BE allows one die roll. Subtract one from this die for each full 6 MU of
range, and the result is the damage done to the target. Emitters are affected
normally by threshold rolls. Emitters fire though only one arc.
Beam Emitter: 2 MASS 6 POINT COST
Comments? Suggestions?
> Sean Bayan Schoonmaker wrote:
> OK, I've done the number crunching on these for balance and have come
I'm not sure I like this - having a second roll for a threshold check
breaks the flow of the check (you can't just go blindly through every symbol
on an SSD
checking for a 4/5/6). I'd prefer to see it take the second damage
result each time (ie lose all stored energy and halve capacity) which is
analogous to the way damage is inflicted on manouevre drives.
> Beam Power System:
Presumably a ship can have more than one BPS? In which case should BEs be
linked to a particular BPS in the same way as SMLs are linked to a specific
magazine?
Otherwise, good work Schoon (and Beth et al before that). I'm sure Oerjan will
put these numbers through his magic FT-analyser and provide any
corrections
necessary ;-)
> From Schoon and Tony:
> When taking damage and a BPS fails a threshold check, they are not
[etc...]
> I'd prefer to see it take the second damage result each
I'd agree on this one. Simple=good.
> Beam Power System:
> Beam Emitter:
Why would I ever want on e class 3 BPS + one emitter when I could have
2xClass 2's... unless, as in SMR's, only one BPS can feed any given emitter.
And even if that's the case, I'd think 2 Class 2's and 2 emitters is almost
always better than 1 class 3 and one, even with the 2 extra mass.
Also if we're comparing Heavy Beams with P-Torps, are we figuring in
P-Torps
multi-arc capabilities (and Beth's screen level damage reduction)?
That's a significant limitation on the HB not present for Torps.
schoon,
comments inserted.
dave
> [quoted text omitted]
Date: Mon, 31 Jan 2000 09:08:02 -0800
From: Sean Bayan Schoonmaker <schoon@aimnet.com>
Subject: [FT] Heavy Beams
OK, I've done the number crunching on these for balance and have come up with
something balanced fairly evenly, using Pulse Torpedos as a
basis...
Full Thrust - Heavy Beams
Heavy Beams consist of two (or more) systems on the SSD: the Beam Power System
(BPS) and at least one Beam Emitter (BE).
The BPS is a combination of generator, capacitor, and discharger that can
store a number of Energy Points (EPs) up to twice its class rating. It can
discharge any number of stored EPs through any given Emitter.
The BPS generates power at the beginning of each turn, During Setp 1: Write
Orders for All Ships. The BPS rolls two dice for each class rating, which are
scored like Beam dice. The result is the number of EPs added to the BPS's
capacitor, up to its maximum. For example, on a Class 2 BPS the
rolls are 2, 3, 5, and 6 (re-roll of 3). This generates (0+0+1+2) 3 EPs.
When taking damage and a BPS fails a threshold check, they are not
automatically knocked out of commission. Instead, after failing the threshold,
roll one die:
1-2 BPS looses all stored EPs
3-5 BPS looses all stored EPs and its EP capacity is halved (the
second time this result is rolled causes destruction, as rolling a 6) 6 BPS
destroyed (any stored EPs are scored as additional damage!)
**********
cool, i like all the stuff above. it is close to what i already use.
**********
Beam Power System: Class 1 4 MASS 12 POINT COST Class 2 8 MASS 24 POINT COST
Class 3 16 MASS 48 POINT COST...the progression follows as for Beam weapons.
**********
so what prevents someone (who wants 6 EP) from buying a Class 1 (2 EP) and
Class 2 BPS (4 EP) and purchasing one BE? the BPSs are cheaper by 4 mass and
statistically recharge faster. OR do you restrict a BE to be connected to only
one BPS to prevent this abuse?
**********
EPs must be channelled through a Beam Emitter. When firing, each EP assigned
to a BE allows one die roll. Subtract one from this die for each full 6 MU of
range, and the result is the damage done to the target. Emitters are affected
normally by threshold rolls. Emitters fire though only one arc.
**********
several questions. are these FT dice? or do you see a beam weapon as an auto
hit, but reduced d6 damage with range?
currently, we require a hit roll with 1d6 damage/EP and -1 damage/die/8
MU. screens absorb
damage equivalent to their rating/die.
- to hit (d6): younger races = 4-6, minbari = 3-6, first ones = 2-6.
- the -1 damage/die/8 MU was to somewhat equalize the average damage
with a
Beam-3
(pulse weapon).
- screens provide lots of protection, but in our FT:B5 universe, only
advanced races have screens.
**********
Beam Emitter: 2 MASS 6 POINT COST
**********
looks good to me.
**********
Comments? Suggestions?
Schoon
<<<<<<<<<<
G'day guys,
> OK, I've done the number crunching on these for balance and have come
<snip>
> The BPS generates power at the beginning of each turn , During Setp 1:
I like that idea!
> When taking damage and a BPS fails a threshold check, they are not
In Schoons defense Tony this is how they come out of EFSB (but you probably
already knew that) and I haven't found that it slows threshold checks much at
all as you don't usually have many capacitors per ship (most I've got is 3,
usually only 1).
> Beam Power System:
Could you please send me your numbers on this Schoon? I've never 'crunched the
numbers' on this problem but from the games I've played I would've thought
this costing was on the high side. My 3xrating may be too low but how about 4x
instead? Then again I guess I use the old energy allocation system so maybe
you end up with more EPs your way and so it needs to cost more.
Cheers
Beth
.>I'm not sure I like this - having a second roll for a threshold check
breaks
> the flow of the check (you can't just go blindly through every symbol
OK, I agree here. I'll change that.
> Presumably a ship can have more than one BPS ? In which case should BEs
Exactly correct. I'll make it explicit in the next draft.
> Why would I ever want on e class 3 BPS + one emitter when I could have
Depends on what you're trying to do. Actually a Class 3 and 3 Emitters gives a
very dangerous range of arcs. Any BE can potentially unleash 6
dice! Also, see my previous message concerning BPS/BE limkage.
> Also if we're comparing Heavy Beams with P-Torps, are we figuring in
That's a
> significant limitation on the HB not present for Torps.
Yes. As well as the extra range of these little nasties.
> so what prevents someone (who wants 6 EP) from buying a Class 1 (2 EP)
and
> Class 2 BPS (4 EP)
Exactly. I'll add that explicitly in the next draft.
> several questions. are these FT dice? or do you see a beam weapon as
Not an auto-hit, except possibly at 0-6" range.
Example: A ship uses 3 EPs through a BE to get a nasty enemy type. He rolls
three dice (2,4,5). If the enemy was 20" away (-3), these dice would be
scored (0,1,2) for three points of damage.
The last time I looked at EFSB heavy beams for FTFB, I number crunched it &
came to the conclusion that using 2 mass/projecter, 3 mass/BPS was
slightly more efficient than pulsetorps for size 4 BPS and above. Although I
was also thinking along the lines of allowing a maximum of 2 die per projector
& would work equally well using either pulsetorp rules or EFSB rules.
Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu
[pirates] Prince Rupert Raspberry; Base Commander
> -----Original Message-----
That's
> a