From: Charles Taylor <charles.taylor@c...>
Date: Wed, 13 Mar 2002 20:31:09 GMT
Subject: Re: [FT] Wave Guns Redux (again!) [re-cap]
Hello Again, A re-cap of the suggestions for charging Wave Guns: Adam's Suggestion ================= Keep the random d6 points per turn to charge, but have the number of points required to fire be larger for smaller hulls. Also, the damage caused to the carrying ship by a damaged wave gun is still 1 point per charge carried. For example, if the number of charges needed to fire the Wave Gun equals 120 divided by the MASS of the FTL drive, Adam's Yamato design could fire with only 4 charges (just less than 1 shot per turn), while a MASS 36 wave destroyer would need 30 charges (just about 1 shot every 8 or 9 turns)! (and with 6 hull, would probably not survive its Wave Gun getting damaged :-) The Andromeda would require 6 for both its Wave Guns (3 each). Alternatively, for a less severe progression, the number of charges required could be based on the inverse of the square root of the FTL mass: Charges=36/sqrt(FTL mass) Yamato: 6 charges (about 1 shot/2 turns) Wave Destroyer: 18 charges (about 1 shot per 5 turns) Andromeda (assuming TMF 400): 11 charges (for both Wave Guns) Brian Bilderback's Suggestion ============================= Gradated dice for charging - you still need 6 charges to fire, but the size of dice rolled increases with the size of ship... Say, 1d2-1, 1d3-1, 1d2, 1d3, 1d4, 1d5, 1d6, etc. The actual progression would make the average roll be proportional to the mass of the FTL drive (or ships hull - I prefer using the FTL drive for reasons already stated). Collateral damage from a damaged Wave Gun is still 1 damage point per charge Roger Burton West's Suggestion ============================== Discard charges, just have a "number of turns between shots" like Phalon plasma bolts. Say the wave gun can fire every Nth turn, where N=50/(FTL mass) (round up), so the Yamato can fire every (1.56, round up) 2 turns, and the Wave Destroyer can fire every 12-13 turns. The Andromeda can fire both every 3 turns, or 1 every turn. Again, using the square root of the FTL mass would give a less severe progression N=10/sqrt(FTL mass) Yamato: 1/2 turns Wave Destroyer: 1/5 turns Andromeda: 1/2 turns, both: 1/3 turns I'm not sure how to handle the effects of a damage Wave Gun for this version, how about: If the wave gun is damaged, roll 1d6, if less than the rate of fire in turns, or any roll of 1, then the effects are the same as a failed Power Core threshold check. 6s always succeed. Well, which of these does everyone prefer (I'm not particularly choosy ATM). Or does anyone have any better suggestions?