From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Thu, 15 Sep 2005 14:18:11 -0400
Subject: [GZG] Re: RE: Stealth, ECM and FCS suggestion (long)
> From: J L Hilal <jlhilal@yahoo.com> > - For material based stealth, like I have with the New Israelis I do > "When a ship takes threshold checks, roll for EACH hexagon as for any I guess I blanked on that last sentence. Automatic loss of stealth should still be marginally less expensive than thresholdable stealth, but that's likely in the noise at FT's granularity. > The problem with tieing stealth to hull rows is twofold. First, we I think your higher levels are reasonable reflections of extrmeme stealth/ECM/partial cloaking PSBs. Tying Stealth 1 and 2 to varying hull rows was easy enough, so higher levels could be done the same way. Either or. There is definitely an appeal to the chance of blowing all stealth at Thresh-1, or keeping full stealth through Thresh-3. > Finally, I tied the cost of Stealth to the TMF factor in the I tried a TMF factor costing as well, and liked the hull/armor better. Just personal taste, I think. Tying it to Hull/Armor raises the temptation of going more fragile to keep costs down. Even so, Stealth 2 makes most ships of a given class cost about as much as a ship of the next class larger. For example, the NI Stealth CE costs a bit more than the "standard" Hull CH. WDA stealth (or at least NI versions of it) also have the passive firecon restrictions and maximum (24 MU) ranges for weapons without violating stealth. These would, could arguably be tightened further for higher stealth levels. > - I don't like the idea of enhanced FCS causing other systems to be I thought it needlessly complicated ship costing. I could well be wrong though, since the only way I see to do it without adding different complications (which is what my%weapon mass idea would have done) would simply be to make enhanced/superior FCS cost 15/30 points fixed or some such. Fixed (high) cost has an appeal in that it would be a fairly high cost impact for small ships, and a smaller relative enhancement for larger ships. > [quoted text omitted] > - There needs to be an upper range limit band on some weapons.. OK > I am not sure that "Jamming" as you describe is different than a more That assumes a FoG of War at the game table that keeps bogeys (or "false signature" minis in play). Which is fine as far as it goes. I'm more interested in ships being able to shield other ships partially or completely from incoming fire. > As for protecting ships "deeper in the formation", we can lift a Something like that, yes, but 1 MU is very tight. > Slightly more complex and powerful would be to give a varying level of I like this better. ALternatively, you could simplify, split the difference and make the ECm field +XMU range to 2 or 3 MU radius around the ship, period. > Area Effect ECM systems, with larger radii would then be more MASS 'Natch