From: Sean Bayan Schoonmaker <schoon@a...>
Date: Tue, 1 Dec 1998 08:46:51 -0800
Subject: [FT] Kra'Vak Summary So Far...
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