Full Thrust III - Sensors etc.

1 posts ยท Jun 4 1998

From: Michael Blair <amfortas@h...>

Date: Thu, 04 Jun 1998 02:59:03 PDT

Subject: Full Thrust III - Sensors etc.

Full Thrust III - Sensors etc.
I find myself using a hybrid mixture of Full Thrust II, The EFSB and now

the Fleet Book as well. The EFSB being used to patch any holes in the welds
between FT II and the Fleet Book and I must confess a great fondness for the
Heavy Beams and especially the Narn energy mine launcher. This has set me
wondering about what will be in FT III.

I assume that full FT III will have: 1. Simple but "realistic" sensor rules.
2. Lots of new weapons (including the slice & dice heavy beams we know and
love from the EFSB). Just to make the rules lawyers buy it. 3. More effective
mines. I find the idea of a mine acting like a Salvo Missile (anything within
6" is attacked by 1d, 1d damage missiles) very

attractive. The Captor mine from hell!

I think sensors and ECM is going to be the most important and the difficult
part of the package to write. I know this list has seen a lot of discussion on
the topic in the past but what does everyone think now?

Ideas and 'wish list' suggestions: 1. Target acquisition. You must acquire a
target before you can fire at it. If one ship in a fleet acquires a target it
can pass on the information to the other ships in the fleet. 2. Number of
sensor rolls a ship can make is equal to the number of

functioning fire control systems. 3. Sensor drones. I loved these in the old
GDW game Star Cruiser.

By the way. I always assumed that the reason in FT II for the largest fleet
getting the initiative was because the whole fleet functioned as a

virtual array by sharing sensor information. More ships, a larger and
more accurate array. Simple and no S**r T**k style techno-babble
required.