FT-Help needed with new weapons

2 posts ยท Feb 4 2001 to Feb 4 2001

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

Date: Sun, 4 Feb 2001 13:36:40 -0000

Subject: FT-Help needed with new weapons

I have ideas for some new weapons, and require help with balancing
and/or
dammage effect (see gravitic pulse lance). All comments greatfully received.
Or sugestions if I ought to forget them <G>.

PLASMA BEAM CANNONS (PBC)

Combines a p.torp with a beam cannon, designed to allow beam weapons to become
more effective against FB ships, with their greater DP, and allow a
better representation of WW1/2 warships. High dammage potential vs
greater mass required, especially for heavy PBC. Also makes sheilds more
useful (damn near neccesary <G>). Comes in three sizes, Light (LPBC), Normal
(PBC),
and Heavy (HPBC).

Light PBC (LPBC)
Mass=5 (1 arc) +1 per arc*
Cost=x4 mass Range=Same as Cl.2 beam batt. Dammage=Roll same as a Cl.2 batt,
with the same effect for
range/sheilds.
Instead of 1 or 2 DP, each DP equals 1D6 or 2D6 DP, with rerolls on a
6.

*Originally used 6 mass=3 arcs, & 8 mass=6 arcs. Unsure of which is best.

Normal PBC (PBC)
Mass=10 (1 arc) +2 per arc
Cost=x4 mass Range=Same as Cl.3 beam batt. Dammage=See above, except using
Cl.3 batt die.

Heavy PBC (HPBC)
Mass=14 (1 arc) +3 per arc
Cost=x4 mass Range=Same as Cl.3 beam batt. Dammage=Same as normal PBC, except
doubled (2D6 or 4D6 DP!).

EG-HPBC fire @ a target 18 MU, no sheilds protecting. Rolls 2D6, gets a
3
and a 6 (3=no dammage, 6=4D6 dammage + reroll). Reroll gets a 2 (no
dammage). Dammage rolls 4, 2, 6, 1, total dammage is 13 DP!.

GRAVITIC PULSE LANCE (GPL)

Designed to fire a focused, high powered gravitic pulse at a enemy, and
cause the gravitic systems to short out/overload. Thought up to take out
kinetic sheilds and such like. Systems taken out by this weapon would be
allowed to be repaired with a succesful DCP roll. Would only work against
certain systems, and would effect all these systems with one shot. Always
fires first, so if hits may allow other weapons to follow up and aviod sheilds
(already taken out). Range=8 MU? Cost=x5 mass? To Hit Roll=1D6, hits on a 5 or
6. System Effected=Kinetic sheilds (overloads generator), Normal sheilds?
(maybe, undecided at the moment), Hyperdrive (shorted out by pulse, until
repaired, no FTL), Advanced drives (say 1/2 thrust until repaired, or if
using cinematic, affects all drives), K-guns (if you say K-guns use
gravitic accelerators), Long range sensors (could also effect long range f.con
control, say requiring 2 f.cons for targets over 24 MU?, undecided),
Acceleration compensators (ship loses DCP/Crew factors equal to thrust
used
that turn. Represents the crew being killed/injured by high G falls when
compensators fail suddenly. Other crew would be straped in, so unaffected to
the same degree??). Would say the grav lance pulse effects all the systems
with only one roll to hit. On a 6, the lance feeds back, and as well as
effecting the enemy ship, also effects the firing ship as well.. Compairing
this weapon to a needle beam**, it effects more systems at once, but allows
repairs. It also allows effected systems to be repaired (unlike needle
beams), but also has a 50/50 chance of back firing and effecting both
ships at once. This one needs a lot of work, so HELP, any comments greatfully
receaved.

**Also though about kinetic sheilds vs needle beams. Do kinetic sheilds stop
needle beams, or do they punch streight through due to the very tight focusing
used? (I lean towards the latter).

From: Laserlight <laserlight@q...>

Date: Sun, 4 Feb 2001 12:06:05 -0800

Subject: Re: FT-Help needed with new weapons

BIF (by the way...are those initials?) said:
> I have ideas for some new weapons, and require help with balancing

I don't mind battleship weapons and, once I figure out how you intend to roll
damage, I may say (not that anyone is impressed by my opinion) that this is
the way to go about it. However, I'd like to give the
small ships *some* advantage--something like "thrust capacity not
applied to velocity changes may be used for evasive maneuvering.

"One thrust point of Evasive Maneuring increases the effective
range-to-target of all incoming fire by 3mu.  Exceptions: salvo
missiles, MT missiles, fighters, and plasma bursts (possibly MKP and
submunitions)."