[FT] Kra'Vak Summary So Far...

9 posts ยท Dec 1 1998 to Dec 3 1998

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Tue, 1 Dec 1998 08:46:51 -0800

Subject: [FT] Kra'Vak Summary So Far...


  

From: Dean Gundberg <dean.gundberg@n...>

Date: Tue, 1 Dec 1998 13:40:54 -0600

Subject: RE: [FT] Kra'Vak Summary So Far...

> The number of dice that result in "hits" equals the damage multiplier
<snip>
> Kra'Vak armor is integral to their ship designs.

So how does KV armor Level 1 effect the RG damage routine you have set up? If
you subtract 1 point of RG damage per level, class 1 and 2 RGs can be useless.
If you throw less dice per level, again the smaller RGs are useless.

KV armor has to somehow be effective against their own weapons, but not
totally defeat them. So the only other thing to vary is to have the armor
modify the to-hit roll by the armor level, so you have to be closer to
the well armored ships to damge them. Is this what we want, armor modifying
the
to-hit roll?

The only other options I can think of are A) Go back to FB style armor or B)
Back to   a MT style of to-hit roll and then a separate damage roll
which is modified by the armor level.

Opinions?

From: Steven Arrowsmith <arrowjr@u...>

Date: Tue, 1 Dec 1998 15:48:19 -0500 (EST)

Subject: RE: [FT] Kra'Vak Summary So Far...

> On Tue, 1 Dec 1998, Dean Gundberg wrote:

> > [NOTE: We're still discussing how this armor will work against
Dean, the level-1/-2 refers to Human Bean attacks, not railguns,
missiles or torpedoe.. [NOTE: We're still discussing how this armor will work
against various systems.]

> KV armor has to somehow be effective against their own weapons, but
So how do you feel this type of armour should protect or act agaist Railguns,
missiles and torpedoes?

SA
> The only other options I can think of are A) Go back to FB style armor

From: Dean Gundberg <dean.gundberg@n...>

Date: Tue, 1 Dec 1998 16:51:11 -0600

Subject: RE: [FT] Kra'Vak Summary So Far...

> Steve Arrowsmith wrote:

That is what I was discussing :-)  How should Level 1 and 2 armor work
against the Schoon Railgun currently proposed. The K'V use armor which has to
be somehow effective against their own weapons but it should not make ships
invincible against their own weapons (the K'V weapons R&D people would work
overtime to keep the balance).

There are 3 componants that make up the Schoon Railgun attack, 1)the number of
dice rolled, 2)the damage caused when a hit is rolled and 3) the
to-hit
value needed. Both 1) and 2) are based on the multiplier which is the class
size.

1) If Level 1 or 2 armor effects the number of dice rolled by -1 or -2,
Class 1 and Class 2 Railguns could not damage ships with Level 2 armor and a
Class 3 would only use 1 die. 2) If the armor reduced the damge caused by a
hit by the armor level, then any hits by a Class 1 or Class 2 Railgun would do
no damage to a ship with Level 2 armor (and a Class 3 RG would only do 1 point
per hit)

So this leaves 3) the to-hit value.  Here the armor level could be added
to the dice rolls in effect treating the target as if it were in a more
distant range band. Resulting in smaller Railguns having to be closer to hit
well armored ships. I would rather have armor effect the amount of damage
caused
instead of the to-hit roll but I don't see any another option for the
Schoon type of railgun, anyone else?

So then if this does not work we have 2 options as I stated before: A) Go
back to FB style armor or B) Back to a MT style of to-hit roll and then
a separate damage roll which is modified by the armor level.

> So how do you feel this type of armour should protect or act agaist

If we keep the armor level concept (which I do like), I would prefer
Railguns to have a single to-hit roll and a separate damage roll which
is modified by armor level, as in MT. Salvo Missiles and Pulse torps, I think
reducing the amount of the damage roll by the armor level as Schoon stated is
appropriate.

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Tue, 1 Dec 1998 20:18:34 -0800

Subject: RE: [FT] Kra'Vak Summary So Far...

> Dean Gundberg <dean.gundberg@noridian.com> wrote:

> So how does KV armor Level 1 effect the RG damage routine you have set

Good observation. I'm going to have to give it some thought.

> KV armor has to somehow be effective against their own weapons, but not

Nope.

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Tue, 1 Dec 1998 20:22:56 -0800

Subject: RE: [FT] Kra'Vak Summary So Far...

> If we keep the armor level concept (which I do like), I would prefer

From: Robin Paul <Robin.Paul@t...>

Date: Wed, 02 Dec 1998 18:50:28 +0000

Subject: RE: [FT] Kra'Vak Summary So Far...

> At 16:51 01/12/98 -0600, you wrote:
SNIP
> That is what I was discussing :-) How should Level 1 and 2 armor work
SNIP
> So this leaves 3) the to-hit value. Here the armor level could be
Go
> back to FB style armor or B) Back to a MT style of to-hit roll and then

How about letting each level of armour absorb a set fraction of the total
damage from a given attack? Say, 25% for Level 1 and 50% for Level 2 (or 20%
and 40%, or whatever). A method like that would be quick and simple, would act
against all weapon types unless specifically stated, and wouldn't
need book-keeping etc.

A thought on K'V weapons against K'V- it might well be acceptable for
such weapons to be poor against their own ships if clan fights are common and
they have some of the psychological features discussed on the list
recently-
reduced lethality in intra-species combat is a widespread adaptation.
It
could be balanced _in K'V clan battles_ by having the K'V undergo some
sort of reaction test.

Rob

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Wed, 2 Dec 1998 10:54:42 -0800

Subject: RE: [FT] Kra'Vak Summary So Far...

> Rob Paul <rpaul@worf.molbiol.ox.ac.uk> wrote:

[snip]

> How about letting each level of armour absorb a set fraction of the

I gave this method some consideration, but it does mean that you add a chart
into the equation; after all, few people know what 25% of 6 is, with
appropriate rounding, off the top of their head.

From: Robin Paul <Robin.Paul@t...>

Date: Thu, 03 Dec 1998 00:18:53 +0000

Subject: RE: [FT] Kra'Vak Summary So Far...

> At 10:54 02/12/98 -0800, you wrote:

Eh?!?  The only person I know who can't divide by 4 is 3! :-)  I was
assuming the attacking ship would do "x" amount of damage, in total, and the
armour would affect that "x", rather than rounding off for each PT hit, SLM
etc.!

Seriously, is that level of arithmetic going to be seen as a serious
inconvenience by most FT players? I can keep the FT design system in my head
(leaving out the exotica like Novas etc.), and I'm no mathemtical genius!

Rob