How do members of the list envision what the various weapon mechanisms
represent? For example I always think of the standard beam as almost a machine
gun type effect, it blankets the area of the target with shots, the closer in
the higher the percentage of possible hits. If you design a weapon, do you
envision the effect you want to simulate, and design the mechanism to
represent it, or do you think of a neat mech and nominate what weapon this
simulates
> If you design a weapon, do you envision the effect you want to
Yes. You take whatever the Muse gives you and work from there.
> Anthony Leibrick wrote:
> How do members of the list envision what the various weapon mechanisms
The model of beams being energy projectors that pepper a region of space where
the ship could be is workable enough; although, really following through on
that theme would be to compute range bands as a function of
On Wednesday, June 05, 2002 4:33 AM, Anthony Leibrick
> [SMTP:A.Leibrick@btopenworld.com] wrote:
Beams are multishot weapons, targetting all possibilities within the
maneouver envelope to account for time-on-target and ecm issues.
K-guns are garbage can guns, firing only a few shots, but at near light
velocities over a narrower targetted area.
P-torps are single shot weapons firing semi-guided energy munitions
(similar to Photon torpedoes).
> For example I always think of the standard beam as almost a machine
In the end, because it's a generic system; they represent whatever YOU want
them to represent (frozen hot dogs at 100 metres anyone?)
'Neath Southern Skies - http://home.pacific.net.au/~southernskies/
[sstrike] Raider Fleet of War Leader Kel'em'all
[quoted original message omitted]
> Anthony Leibrick wrote:
> How do members of the list envision what
From: ~ On Behalf Of Richard and Emily Bell
Sent: 04 June 2002 22:38
Subject: Re: [FT] Weapon Mechanisms
> The model of beams being energy projectors
It sounds like you want a simple target size modifier. Easy to do under most
systems; a pig to do under FT.
> A function that I would be interested in
Yes, but how does that modifier get used? Existing beam dice represent both
chance to hit and penetrating power. Ignore that and you're in danger of
creating (shudder) General Quarters. Drop the number of dice that are rolled?
It's a very crude scale to correct, so you would end up with obvious
pre-FB1 thresholds.
> If you design a weapon, do you envision
Proper development would be to think of a good mechanic then invent the PSB to
justify it, but a lot of past suggestions have shown
that many of us are science/science-fiction
fans who will see a concept or effect and
What makes this dificult in FT, is every weapon has a different to-hit
proceedure.
It would be easier if they all used a single system. Then a lot of other
things like ECM, speed adjustments, ect would be lots easier. Tho' that would
mean you would have to roll to hit, then roll for damage.
Just an idea.
Donald Hosford
> Richard and Emily Bell wrote:
> Anthony Leibrick wrote:
> What makes this dificult in FT, is every weapon has a different to-hit
Not quite correct. Every FT weapon except missiles has a two step procedure:
a) measure the range, which determines the "to-hit" either as a required
score or as number of dice
b) roll a "to-hit"
Therefore you can simulate stealth, evasive maneuvers etc as simply
increasing the effective range--eg "for each Thrust point committed to
Evasive Maneuvers, add 1" effective range per 6" actual range" or something
like that. Example: a MD6 DD escorting a MD2 BB has 4 thrust it's not doing
anything with, so it performs evasive maneuvers. An
enemy SDN at 23" real distance fires. Range to the DD is 23 + 4"(1 per
evasive maneuver point) x 3 (6", 12", 18" real range) = 35 effective. Fiddle
with the exact figures to suit yourself, of course. You may
decide on 1MD = +1"/12", 2MD = +1"/6", 3MD=+1"/4", 4MD=+1"/3" and so
forth, or some other scheme.
> CS Renegade wrote:
> From: ~ On Behalf Of Richard and Emily Bell
The only thing to remember then, is the range limits on the various weapons.
Donald Hosford
> "laserlight@quixnet.net" wrote:
> >What makes this dificult in FT, is every weapon has a different