From: Jared E Noble <JNOBLE2@m...>
Date: Mon, 10 Aug 1998 14:41:59 -0900
Subject: FTL Fighters (was Re: Carrier design in FT)
> Jerry spake thusly upon matters weighty: I was just re-reading this, and thinking about adding some ideas for either 'Strategic' or Tactical FTL-packs to my modular fighter design system, but here's a couple of snags: a) they would have to increase the size of the fighters, making it harder to fit in the bays - so it seems they could be good for sending along extra fighters with a task force, which after transit dumps the packs, fights, and hopes to hell there is still surviving carrier or docking facilities in the fleet, otherwise they are screwed (unless you want to allow them to retreive the jettisoned packs - but then you are depending on being in control of the combat territory) b) The assumption of FT fighters as short duration craft is they probably don't have extended life support facilities. Best case you have a tiny pressurized cabin, so sending along extra bathroom bags (No, I won't go into extra detail) and extra MRE's may make it liveable as the packs could have extra fuel, air, etc attached to the fighter's existing service ports. Worst case you are stuck in your space suit for the duration - again you probably have service ports on your suit and could jack into extended support facilities piped through the fighters, but at the FTL turn-around times for FT, that's a looong time stuck in the suit. I suppose you could go EVA to get some exercise in between jumps - but I wouldn't spend a week with spacesuit recyc tubes attached to me. The only other solution I see in this case is to go EVA to the pressurized outhouse built into the FTL-Pack. Could be embarassing to be ambushed while you're in the can... Anyway, maybe a small sleeper facility like large trucks have, with built in sanitary facilities. You are still probably flying automatic while the single pilot snoozes. So the squadron flies together, rotating sleep times, and another squadron guides the sleeper's fighter via remote link (very rudimentary). Having said all that, here are my design ideas, which assume the packs are relatively small in relation to the mass of the fighters, so the carrier does need to specifically allocate more mass to carry them. -With FT 'lots of little jumps as we close' approach, you attach the packs and launch fighters just before last jump, they make their single jump at effectively begin the game with all fighters launched. -Fighters cannot be combat-serviced with the packs attached - They may be relatively small, but the flight bays or decks are already hectic and cramped. If you wish to land and rearm (or just land the squadron in combat) you must dump the packs. You dump packs by including in in your orders, and the drop is active at the beginning of the same turn, but you cannot dock until the next. -No other real effect on the game, except allowing the fighters to FTL out if they never dumped packs. The FTL field would probably be so small that there is no real damage to other craft. -If you get in a fight with the packs attached you'd better pray. I think fighters with packs still attached would be pigs (Hey they are FTL, not normal space engines, right?) So for the FB Max speed 12", secondary move 6" if any, combat burns endurance at double speed, dogfighting ability gets dropped a level (interceptor to normal, normal to attack ftr, attack to none). -To give them the packs, and ability to start the game on the board (assuming the fleet is not surprised - scenario dependant) maybe 2pts per fighter? If using my Fighter design rules, 2 pts and Eff 0 (external addition that encumbers the ship while attached, so does not penalize Eff). So, how does that sound?