(FT) Re: Nova Cannons and Wave Guns.

2 posts ยท Aug 2 2000 to Aug 2 2000

From: GBailey@a...

Date: Wed, 2 Aug 2000 13:22:23 EDT

Subject: (FT) Re: Nova Cannons and Wave Guns.

(did I send my message too soon again?) *sigh*

where was I? Ah, I'll just start over.

I do think these weapons need a little more oomph, but also some way to defend
against them. Slow moving targets are too easy to hit and
medium to fast moving/thrust-rated are very hard to hit so if you do
you want it to be nasty. Yes, 6D6 from a NC is nasty but I've never hit with
one in its first range band. Having shields reduce the number of die, similar
to plasma bolts, might be an option. This would keep
a NC-based fleet from sitting out at range 74 and shooting at stationary
bases that might have level-2 screens (the shot goes 72 but the area of
effect will reach those 2 mu, even 3 but using 1 for error room).

Options to beef them up:
a) double the area of effect, but that added area does only 1/2 damage.
b) allow an arc improvement to a full arc but with a mass increase. c) have
them start with a higher damage potential but every ship hit reduces the
damage by a die for the next ship hit. Fighter squadrons and missiles do not
reduce the damage. Alternatively, reduce the damage by the mass of ships hit
previously; for example: a mass 14 frigate was the first hit so when the mass
40 destroyer behind it is hit you roll the dice as normal and subtract 14 for
the amound of damage (or instead of mass, the damage done to armor and hull
boxes inflicted on the previous ships).

Glen

From: Andrew Apter <andya@s...>

Date: Wed, 2 Aug 2000 14:41:32 -0400

Subject: RE: (FT) Re: Nova Cannons and Wave Guns.

Here is an idea: Make the Nova Cannons and Wave Guns interactive with the
ships drive if a ship uses no maneuver half the damage,   one to three
points maneuver gets full damage, four or more points maneuver gets double
damage. Double the area of effect and fire it in the point defence phase.

[quoted original message omitted]