From: Brian Bell <bkb@b...>
Date: Fri, 9 Mar 2001 06:56:39 -0500
Subject: RE: [FT]Needle damage
That triggered some fond memories. When I first started playing Full Thrust we gave every system 4 levels or repair: New, Damaged, Fixed, Destroyed. When a system was damaged by a threshold check, it became Damaged (marked a single line through it). If the system was Repaired, we marked 'OK' next to the icon. If a Damaged or Repaired system took damage from a threshold again, it became Destroyed (unable to be repaired, crossed off). Needle Beams took a system directly to the Destroyed level. It made a quick game even quicker (and more deadly). I would, however, stay away from having a weapon function differently at different ranges. I agree that Needle Beams (NB) are not a main line weapon (and IMHO, they should stay that way). They are a little too weak. However, I would prefer not to see an arms race that will negate the value of the current NB, or make an NB fleet mandatory if you expect to win a pick-up game. Giving a NB either additional arcs or extra range should be provided at a HEAVY PENALTY. The value of a NB should be adjusted so that it's cost/mass still makes a Beam weapon preferable in most situations, but allows the NB to still be useful in specific situations (piracy, specific ship-capture missions, etc.). ----- Brian Bell bkb@beol.net http://www.ftsr.org/ ----- > -----Original Message-----