How does this sound for simulating HETs with cinematic movement? (an HET, High
Energy Turn, allows the ship to face in any direction with a chance of a break
down)
An operating FTL drive allows a ship to make an HET. The HET must be plotted
and can only occur at the beginning of movement. An HET allows a ship to face
any direction before moving. After the HET is
performed, roll 1 die as a threshold check with a DM of -1, with a DM
of +1 per HET previously performed. If the check fails the FTL drive
is damaged, 1 hull box is damaged, and the ship continues turning for 1D6
points. Then move the ship its normal plot.
Well?
Glen
Quoting GBailey@aol.com (Mon, Feb 07, 2000 at 03:15:09PM -0500)
> How does this sound for simulating HETs with cinematic movement?
Sounds like a 'make SML obsolete' mechanism to me. Not that I've played with
SML or particularly like them.
Just do a 4 pt HET when you think they're going to launch and plot a turn in
the opposite direction. If you make the test you'll end up 1.4 * speed units
away from where they expected you. If you fail, you will do between a 5 and
10 point turn instead - equally as good for avoiding the SML barrage.
I would make the following adjustments
A special type of FTL drive is required to make a HET, weighing 5% more than
normal. A failed check on a HET means the equipment broke at the start of the
manuever, and you continue on your original heading. You can't plot any other
type of movement with a HET, once the turn is completed you take a straight
line course at current speed. A HET must be 3pts, 6pts or 9pts... control is
not fine enough to do anything less.
This still makes it quite effective if you anticipate the SML barrage. But
limits the additional places that your ship might end up to 3 extra ones.
In addition, you've payed for the ability to do this - thus giving them
a mass advantage.
I'm not to crazy about this idea. It will make SML's very difficult to ues.
Also, the requirement for an FTL drive is illogical. I wasn't aware the FTL
drives had anything at all to do with sub-light movement. I could be
appropriate in certain genre's, but not to theFT rules in general. If a FTL
capable ship
with thrust of 2 can make an HET, why can't a non-FTL ship with a thrust
of 6???
A better idea for HET might be that it double the effectiveness of thrust
spent for turning. A thrust 2 ship could accel or decel 1 and make a 2 point
turn. A thrust 6 ship could accel or decel 3 and make a 6 point turn... The
penalty for a HET would be all weapons fire is treated as if the target was
one range band farther, and a threashold check is made on the engines at the
current threshold
level +1. This means an un-damaged ship has a 1/3 chance of reducing
its thrust to half. The HET still takes place. This makes HET's a very useful,
but very dangerous gamble... It also prevents low thrust ships making
impossible maneuvers, ie 180 course changes...
> An operating FTL drive allows a ship to make an HET. The HET must
I think that associating the FTL Drive with a turn is not the best way to do
it. I'd prefer to only involve the Main Drives.
I agree that a HET must be plotted in a ship's orders, but I would think that
it could be plotted at any time.
I'd suggest this alternative...
Ships with powerful Main Drives can sometimes alter the shape of their drive
field to allow tighter than normal turns, but with risks. These "High Energy
Turns" (HETs) are more likely to be successful with stronger drives. At the
time the HET is performed, roll a threshold check for the current row of hull
boxes, subject to the following modifiers:
Current Thrust 8+: -1 to roll
Thrust 4-7: No modifier
Thrust 1-4: +1 to roll
per HET previously attempted: +1
Failure of this roll causes the appropriate drive reduction for a threshold
failure AND 1 point of hull damage per 6 MU (or fraction thereof) of current
velocity. A failed HET causes no facing change.
HETs must be plotted, and take place in the movement plot in the order
written, either at the beginning of end of movement. The number of headings
changed with the HET must also be plotted. For example, a ship's orders might
read: HET6P MD4. Meaning that the ship would rotate 6 headings to the port (a
complete reversal) and then accellerate 4 MU.
> Sean Bayan Schoonmaker wrote:
Have you already done away with the requirement that the FTL drive be 'warmed'
the turn prior to the attempted jump? Have you already done away with the
requirement that no changes in
thrust(speed+direction) occure during the transition/jump?
Have you already done away with the 'jump into combat rule'? (If your ship
exits the board and then reappears at the same place, you have jumped into
your own jump field and must check to see if you have destroyed yourself.)
Bye for now,
In a message dated 2/8/00 2:13:34 PM Eastern Standard Time,
> john_t_leary@pronetusa.net writes:
> >
> have destroyed yourself.)
Was this directed at me or Sean who wasn't too keen on using the FTL drive for
HETs?
I haven't changed any of this. Besides, these FTL rules are part of the GZG
universe, they do not have to be the same FTL rules in whatever universe I'm
playing in. Warp drives from Star Trek work differently, and jump drives from
Traveller work differently.
And this thing about having to not change speed and direction to use your FTL
drive... I thought these drives are two different systems? Are they sharing
the same power plant? If so, why does the power plant that can power a main
drive 8 engine require the same amount of power to power the FTL drive as a
power plant used for a main drive 1 engine in the same sized ships?
I just want to know if my HET ideas have merit, have problems (i.e.,
SMs),
or could be a bit better. When is an HET allowed? Is the break down chance
sufficient and what is the result of a break down? (Cinematic movement only.)
btw, for those who haven't seen HET rules from SFB: it it meant as a possible
sudden escape from massive damage (i.e., a plasma torpedo
or a wave of "drones" - missiles in SFB) or a sudden maneuver to
outmaneuver your opponent. Usually the first HET has no break down chance,
except for the really big ships, and the chances for a break down increase
with each HET performed. An HET resets your turn mode (you have to move a
certain distance before making a turn) so it should replace one of your
possible maneuver points (start or midpoint) and not add a new one.
Glen
> Glen wrote:
Just getting into the HET discussion... Using FTL for HET does not seem to
keep the flavor for each drive's intended function. That is one in normal
space and one in FTL, unless they were thinking microjumps which might be
modeled in a more interesting way as a random displacement from a short
emergency use of the FTL drive.
> And this thing about having to not change speed and direction to use
I'm sure everyone here can provide some PSB for this, but in the game it
adds a choice for players. If you really want to FTL, you run the risk of
getting shot at without some return fire or evasive maneuvers.
> I just want to know if my HET ideas have merit, have problems (i.e.,
Dean Gundberg suggested an option a while back for emergency power that I
believe could double your maneuver drive output for the turn it was requested
with a risk of damaging the engines. I found this concept to fit well with
HETs. Dean, could you repost this?
Mike
> GBailey@aol.com wrote:
> Was this directed at me or Sean who wasn't too keen on using the FTL
XXX
Sorry to have been unclear! Primary questions to you. JTL
XXX
> I haven't changed any of this. Besides, these FTL rules are part of
XXX I can understand the now that the 'different universe' concept is in play.
FT is very adaptable. I misunderstood that this was going to change the basic
FT 'jump' rules. JTL XXX
> And this thing about having to not change speed and direction to use
XXX
On the SSD they are shown os two different systems. Your concept
of sharing a common power source has great merit. Possible PSB reasons for the
'off line' conditions of other systems: 1) Power fluctuations on the power
system would destabilize the 'Jump Field'. (Such as weapons fire) 2) Entry
into subspace is thru a 'corridor' created by the jump drive, any contact with
the 'wall' would destroy the ship. (The reason for going straight.)
3) Ect. JTL
XXX
> I just want to know if my HET ideas have merit, have problems (i.e.,
XXX
In Traveller, such a maneuver was known as a Tac-jump. (Tactical)
The concept would add a level of complexity not currently present
in the game. The desireability of this would depend upon your
gaming group. A number of interesting problems could develop; 1) When in the
turn does it occur? 2) How frequently does it occur? 3) Is the firing before,
or after the jump, or both? 4) Will both sensors need to recompute targets
after the jump?
Or will only the non-jumping ship need to recompute? JTL
XXX
> btw, for those who haven't seen HET rules from SFB: it it meant as
It might be worth a playtest. JTL XXX
Bye for now,
> Dean Gundberg suggested an option a while back for emergency power
Here are the Emergency Thrust rules I have posted in the past but in a
slightly revised version. I will also get these up on my website sometime
soon.
Emergency Thrust - Optional Rules
The thrust rating of a ship is the normal amount of thrust that can be used
each turn to change a ships movement without damage to the engines. Emergency
Trust rules allow players to simulate captains who push the engines to the
limit but as a result, there is a chance to damage the engines in the process
(But Captain, the dylithium crystals can't take the strain!). Ships may also
use these Emergency Thrust rules to turn more than normally allowed, even up
to the Kra'Vak level of maneuverability.
When using Emergency Thrust, the engines can create additional thrust points
equal to 50% the engines current rating (rounded down). A thrust 4 ship may
attempt to use 5 or 6 points of thrust in a turn, a thrust 3 ship may attempt
to use 4 points of thrust, etc. The amount of thrust available for turning is
normally limited to half of the available thrust, but when using Emergency
Thrust rules, all available thrust points many be plotted for turning.
The process is to plot the move, and if Emergency Thrust is used, roll to
determine if the ET was; A)successful, B)successful but damaged engines, or
C)failed and damaged the thrust engines. If successful, move the ship as
plotted with ET. If successful but damaged engines, allow the Emergency Thrust
movement but mark the thrust engines as damaged. If failed and damaged
engines, the plotted movement must be reduced to the normal limits of thrust
and turns, then mark the thrust engines as damaged. Once this is done,
plotting of movement is done and you can move to the next phase of the game
turn.
The Emergency Thrust Roll If using more thrust than the thrust engines are
rated for, a d6 is rolled. If using more than half of the rated thrust to
turn, a d6 is rolled. If using more thrust than rated and using more than half
of the available the rated thrust to turn, then 2d6 are rolled. For each
additional attempt to use Emergency Thrust by a ship in a scenario, roll
another d6 (2nd attempt add 1 d6, 3rd attempt add 2d6, etc).
The results of the dice are read like beam battery dice, 1-3 no points,
4-5
1 point, 6 2 points (no re-roll). If the total points of damage from
the Emergency Thrust roll(s) is 0, then no damage and the Emergency Thrust is
allowed. If 1 point of damage, then the Emergency Thrust is allowed but the
thrust engines are damaged. If 2-3 points, Emergency Thrust failed plus
the
thrust engines are damaged. If 4+ points, Emergency Thrust has failed
plus the thrust engines are destroyed and no longer produce thrust. If a
damaged engine gets another result of damaged, then that thrust engine is
destroyed just as if it were damaged a 2nd time by threshold rolls.
Damage to engines from the use of Emergency Thrust may be repaired by damage
control teams. If the thrust engines are already damaged, then the current
rating of half of the normal thrust is the 'original' thrust for that turn and
calculations are based on this amount.
If using Vector movement, these rules should be pretty much the same, if more
than half thrust is used for any combination of pushes, rotations, or rolls,
this would be considered ET, roll a d6. If the main drive burn is plotted with
more thrust than it is rated for, that is ET, roll a d6. If pushing more than
the allowed half of main thrust, roll a d6, etc. ET is again limited to an
additional 50% of the current maximum.
Example: a Cruiser with thrust 4 and undamaged engines plots the following
cinematic movement, P3+3 for a total of 6 thrust points. A d6 is rolled
for the creation of Emergency Thrust over the normal maximum available of 4.
A
2nd d6 is rolled since the 3 points of thrust are used to turn which is more
than the 2 normally allowed on a thrust 4 ship. If the rolls are 2, and
3,
the ET is allowed, no problems. If the rolls are 1 and 5, then 1 point of
damage is indicated and the ET is allowed but the thrust engines are damaged.
If the rolls are 4 and 5, the ET is not allowed, the player must
re-plot the movement using normal thrust rules, and the thrust engines
are damaged. If the rolls are 6 and 6, then the ET is not allowed, the player
must reduce the plotted movement to an allowed amount, and the engines are
destroyed after movement.
If the ET was allowed and on the next turn ET is again attempted with a plot
of S4+1, again roll a d6 for over the 4 thrust, a d6 for turning over
the normal max of 2, but also roll an additional d6 since this is the 2nd
attempt of ET in the scenario.
> Have you already done away with the requirement that the FTL drive
Huh?
I thought I was speaking only in reference to HETs.
> Sean Bayan Schoonmaker wrote:
> I thought I was speaking only in reference to HETs.
Sorry, extracted from one of your messages. Your comment was that you would
prefer that the main drive be used for the HET. I'll concure with that.
Byr for now,