[FT] Multiple Turn Weapons

5 posts ยท Sep 5 2001 to Sep 5 2001

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

Date: Tue, 04 Sep 2001 17:39:28 -0700

Subject: [FT] Multiple Turn Weapons

I was just thinking (dangerous thing that), and was wondering about
multi-turn weapons. By this I don't mean weapons that take more than
one turn to arm, but weapons whose affect changes according to haw many turns
in a row they hit (up to a certain limit).

For example: a weapon that, hitting target A on turn 1, does 1 point if it
hits; on turn 2, if it hits the same target (A), it does 2 points; and so on.

Any miss resets, as does switching targets.

Once the maximum damage is reached (let's say 3 for argument's sake), the
weapon must cool for a turn.

You could use the std. Beam mechanic, but no re-rolls and all hits,
regardless of the number on the die, only cause 1 point (or 2 for the 2nd
consecutive hit, etc.).

Comments?

From: Brian Bell <bkb@b...>

Date: Wed, 5 Sep 2001 06:42:32 -0400

Subject: RE: [FT] Multiple Turn Weapons

That would work if a player is controlling a small fleet or in a PBEM game.
Once you get past several ships in a live game, it would start to get
difficult to remember how many rounds you have fired at a given ships. But I
guess that you could put tic marks next to the icon for each round it fired on
the same ship. I would suggest that a firecon would have to be
"dedicated" in the way that P-Torps used to require.

---
Brian Bell bbell1@insight.rr.com ICQ: 12848051 AIM: Rlyehable YIM: Rlyehable
The Full Thrust Ship Registry:
http://www.ftsr.org
---

[quoted original message omitted]

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Wed, 5 Sep 2001 07:07:32 -0400

Subject: [FT] Multiple Turn Weapons

I toyed with this a while back. With ship-borne weapons there's a
problem tracking changing arcs (assuming the weapon is limited arc) and ranges
from turn to turn to keep "lock". Another problem with the
"standard" FT timescale where a turn is 15-20 minutes is a matter of
feel rather than mechanics. Torpedo/missile type weapons with long
duration effects don't have this problem and leech pods are already part

of the game. They could possibly be generalized to non-organic ships,
but then the SV should probably have them somewhat strengthened.

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Wed, 05 Sep 2001 17:32:01 +0200

Subject: Re: [FT] Multiple Turn Weapons

> Schoon wrote:

> For example: a weapon that, hitting target A on turn 1, does 1 point if

Not much, apart from it being a pain to keep track of which weapons hit which
targets every turn...

Regards,

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

Date: Wed, 05 Sep 2001 10:17:49 -0700

Subject: RE: [FT] Multiple Turn Weapons

> That would work if a player is controlling a small fleet or in a PBEM

I was thinking of a not terribly common weapon, so there wouldn't be more
tha.n a couple per fleet anyway, but your record keeping suggestion is a good
one.

> I would suggest that a firecon would have to be

Another good suggestion!