From: Charles Taylor <charles.taylor@c...>
Date: Thu, 02 Aug 2001 23:14:30 +0100
Subject: Re: [FT] WotW #11 Stealth Systems - alternate suggestion
In message <bb0553a34a.Charles@cableol.co.uk> > Charles Taylor <charles.taylor@cableol.co.uk> wrote: [snip] > > Well, the version of Holofield we agreed on was this (based on Aaron's version) > MASS: 10% of Hull MASS of the ship, min. 4 MASS. COST: 3xMASS So, expanding this for Stealth systems: Level-1 Stealth system/hull MASS is 5% of hull (minimum of 2?), COST is 8x MASS Effects as above, Missiles use the reduced lock-on range of 5mu. Either is a thresholdable system (Stealth Generator) or is automatically lost at the second threshold (Stealth Hull) (I'm not sure these two options are of equal value). Halves ships apparent sensor signature. Level-2 Stealth system/hull MASS is 10% of hull (minimum of 4?), COST is 8x MASS Counts as a level-2 screen vs. all beam weapons, pulsars, stingers, SMPs, MKPs, all fighters, and scatterguns used in anti-ship mode. -2 to the 'to hit' dice roll for pulse torpedoes, k-guns, and pod launchers. Reduces lock-on range of missiles to 4mu (adjust for different base lock-on ranges in cinematic). Either treated as two stealth generators (c.f. screens) (Generator), or automatically loses one level on second threshold, and other level on third (Hull). Quarters ships apparent sensor signature. Additional levels have no further effect, but act as spares (only for generators). In summary, the Stealth systems are: Stealth System - as described, levels 1 & 2. Stealth Hull - as described, levels 1 & 2 Holofield = Stealth level 1 Blind Field: effect as Stealth level-2, but also affects attacks by carrying ship in the same way as incoming fire while active. It also protects any other ships within 1 mu (which are also affected). MASS 10%? COST 8x MASS? Or: allow the radius of protection to vary, and base MASS and COST on this radius: say: MASS 10 per mu of radius squared, COST 8x MASS? Mimbari Jammer = Stealth Level 2 Fighter Stealth - as Noam has it, level-1 = Heavy Fighter, level-2 = 'super heavy fighter': as heavy fighter, but rolls of 6 against it only kill 1 fighter. And a couple of new options: Sa'Vas'Ku Stealth Node: as equivalent level of stealth, but requires 1 power per mass of stealth node from the D pool to activate. Phalon Stealth Shroud Gland: Effect as stealth level 2, but phalon ship cannot fire on any turn that the stealth shroud is deployed. MASS 5% of hull mass (minimum of 1), COST = 5x MASS? Well, what does everyone think?