From: Bif Smith <bif@b...>
Date: Mon, 30 Jul 2001 07:34:23 +0100
Subject: FT-Sub systems
Heres my first idea for a sub diving/cloaking system (IE-Needs input as it`s a first draft, so critisize away<G>). Subs require a cloaking system at 10% mass of vessil with a minimum of 2 mass and a cost of x10 mass (set at this size to make small subs of 20mass viable). Subs require a energy storage system to use thrust or weapons while submerged. This masses 5% of the ships mass, and can store x10 it`s own mass in energy, with a nmin mass of 2 and a cost of x5. A sub can maneuver while submerged, at a cost of 10% of it`s mass per thrust point. This includes thruster pushes. A sub has 3 dive levels, surface, periscope depth and deep diving. On the surface, the sub is used as a normal FT ship, and can recharge the energy storage system at a rate equal to it`s thrust rating remaining (even if the thrust/drive is being used). To dive/surface between the different levels requires 1 power point from the storage system, and requires the player to specify the turn before when diving/surfacing. A sub can exicute a crash dive/surface, at double the power cost and a roll against the energy system and cloaking device with a thresthold roll minus 1 of the present threshold (IE-If undamaged, will fail on a roll of 6). A crash dive/surface can be between any levels (IE-surface to deep), and doesn`t require it to be decided the turn before, only in the turn it`s exicuted movement orders. If a sub fails it`s dive roll, it stays at the level it was at, but uses the energy anyway. A sub is undetectable at deep level diving, and if detected before diving to the deep level, will remain detected for 1 turn at the deep level. A sub can attack other ships at periscope depth with certain weapons, and when attacking other ships will always have the first attack (IE-can attempt to sink a escort before it can respond, or do a hit and dive attack). A sub will remain undetected at periscope depth until it fires, the can be tracked by active sensors until it dives deep (thinking different detection ranges for different sensor levels). If the cloaking device or the energy system is hit by enemy fire, the enrgy stored is released, and causes 1 point of dammage per power point per energy point. The only weapons able to be fired while at periscope depth are P.Torps (requiring 4 power points to be used), SM`s or missiles (at 1 power point per missile fired). Any weapon may be fired at a detected sub at periscope depth, although the sub is treated as being 1 range band furthere away than it actually is (except for missile/area effect weapons). Just some rough ideas, a little involved, even though I tried to keep them simple. Awaiting feedback.