KV Vehicles

4 posts ยท Apr 6 2000 to Apr 7 2000

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Thu, 6 Apr 2000 15:11:40 -0400

Subject: KV Vehicles

I liked Brian's suggestions - I hadn't thought of making other systems a
bit bigger for KV.

As to the thought they never install size 1 systems... I figured they've just
grown past it. Their smallest system is as effective as a size 2 HKP. And they
aren't limited to 4 sizes... the corrollary is that they can deploy an HKP 6.
(Bigger than anything the humans have so far been able to develop).

I don't know how havoc causing this would be in DS2. In SG2, all it means is
an extra D12 of Impact.

I would agree with stealth and fast grav (same as the human fast grav... their
ships are as nimble as fast human ships insofar as I can see). I don't buy
light armour given the strong hulls they put on their ships. Whereas you could
(I guess from the conversation) give them 1 more hit in DS2 and let Boom still
kill them, that's meaningless from an SG2 perspective. 1 good hit kills any
vehicle in the SG2 system. So effectively as far of SG2 is concerned, the only
protection is armour. And we don't got no boom chits
:-)
. Whatever way we work it, the behaviour has to work in both systems.

And if we want to (assuming we do) model their ships on the ground for their
ground forces... then we might want to make PDS harder for them to use but
give them some sort of ground version of the shotgun. Probably single shot
rather than the shotgun concept - based on the way that missile attacks
are resolved in serial in DS2 and SG2. We can't simulate the shotgun because
attacks don't happen concurrently. But we could equip them with PDC that allow
them to roll some extra dice (until they run out of charges) against missiles
and which could also be focused as a limited attack upon other targets. This
would be *like* the shotgun concept.

From: Brian Bilderback <bbilderback@h...>

Date: Thu, 06 Apr 2000 12:50:22 PDT

Subject: Re: KV Vehicles

To be fair, I didn't think of the idea of making other weapons larger -
that
was proposed by the e-mail I was responding TO.  All I did was propose
an different way of calculating that increase.

As for the Class 1/4 class comment, what I meant was, if you merely
reduce
the size of a k-gun to one class less than it's damage, then a class 5
does 5 chits damage and takes up 4 spaces, all the way down to a class 2 does
2
and takes up 1, and a class 1 does 1 and takes up 1 - rendering the
class 1 unnecessary. But if, instead, you increase the damage done by each
weapon by 1, you get a useful class 1 weapon that does 2 damage, or actually
in

effect, as you've hit it on the head, you've given the KV weapons of class
2-6 that take up the same space as human weapons class 1-5 respectively.
 Of
course, you may have to also tweak the ranges in order to reflect KV tech.

I'm ASSUMING that in FB you have to pay for both Hull AND armor. Since there
is no hull in DSII, I'd suggest that hull and armor translate into

armor in DSII. Therefore, don't give the KV a free point, but do allow them to
equip their vehicles with armor 1 level GREATER than their size. That

way,they have to pay for it still, but it does reflect the overall superior
robustness of their vehicles.

Brian B

----Original Message Follows----
From: "Thomas.Barclay" <Thomas.Barclay@sofkin.ca>
Reply-To: gzg-l@CSUA.Berkeley.EDU
To: "GZG List (E-mail)" <gzg-l@CSUA.Berkeley.EDU>
Subject: KV Vehicles
Date: Thu, 6 Apr 2000 15:11:40 -0400

I liked Brian's suggestions - I hadn't thought of making other systems a
bit bigger for KV.

As to the thought they never install size 1 systems... I figured they've just
grown past it. Their smallest system is as effective as a size 2 HKP. And they
aren't limited to 4 sizes... the corrollary is that they can deploy an HKP 6.
(Bigger than anything the humans have so far been able to develop).

I don't know how havoc causing this would be in DS2. In SG2, all it means is
an extra D12 of Impact.

I would agree with stealth and fast grav (same as the human fast grav... their
ships are as nimble as fast human ships insofar as I can see). I don't buy
light armour given the strong hulls they put on their ships. Whereas you could
(I guess from the conversation) give them 1 more hit in DS2 and let Boom still
kill them, that's meaningless from an SG2 perspective. 1 good hit kills any
vehicle in the SG2 system. So effectively as far of SG2 is concerned, the only
protection is armour. And we don't got no boom chits
:-)
. Whatever way we work it, the behaviour has to work in both systems.

And if we want to (assuming we do) model their ships on the ground for their
ground forces... then we might want to make PDS harder for them to use but
give them some sort of ground version of the shotgun. Probably single shot
rather than the shotgun concept - based on the way that missile attacks
are resolved in serial in DS2 and SG2. We can't simulate the shotgun because
attacks don't happen concurrently. But we could equip them with PDC that allow
them to roll some extra dice (until they run out of charges) against missiles
and which could also be focused as a limited attack upon other targets. This
would be *like* the shotgun concept.

From: David Reeves <davidar@n...>

Date: 07 Apr 2000 08:33:32 -0500

Subject: re: KV Vehicles

> [quoted text omitted]
Date: Thu, 6 Apr 2000 15:11:40 -0400
From: "Thomas.Barclay" <Thomas.Barclay@sofkin.ca>
Subject: KV Vehicles

I liked Brian's suggestions - I hadn't thought of making other systems a
bit bigger for KV.

As to the thought they never install size 1 systems... I figured they've

just grown past it. Their smallest system is as effective as a size 2 HKP. And
they aren't limited to 4 sizes... the corrollary is that they can deploy an
HKP 6. (Bigger than anything the humans have so far been able to develop).
<<<<<<<<<<

another idea to consider is "miniaturization". i seem to remember a house rule
for FT
someone came up with -- 1/2 mass for 2x cost.  would this kind of idea
fit KV philosophy in DS2? that would mean they could pack more powerful
weapons in a smaller space, lower signature, but cost more. just an idea that
i need to think about
more....

dave

From: Brian Bilderback <bbilderback@h...>

Date: Fri, 07 Apr 2000 08:45:20 PDT

Subject: re: KV Vehicles

I can see a couple of problems with this:

1: While the idea of increasing each weapon class' damage by 1 will give the
KV a nastier damage curve than the humans, it's still fairly balanced. But
cutting weapon mass in half would really tilt the scales. A class 4 weapon
taking up 6 spaces? Yikes! Furthermore, I like the idea of KV weapons doing
1-6 damage, it gives them a slightly more exotic flavor, and seems to
actually reflect the idea that they have this superior MDC technology more
than just giving them the same damage for half the mass does.

2: halving masses is going to end you up with fractional sizes. Seems to add
just one extra consideration in design that really isn't necessary.

Brian B

----Original Message Follows----
From: "David Reeves" <davidar@nortelnetworks.com>
Reply-To: gzg-l@CSUA.Berkeley.EDU
To: Full Thrust <gzg-l@CSUA.Berkeley.EDU>
Subject: re: KV Vehicles
Date: 07 Apr 2000 08:33:32 -0500

another idea to consider is "miniaturization". i seem to remember a house rule
for FT
someone came up with -- 1/2 mass for 2x cost.  would this kind of idea
fit KV philosophy in DS2? that would mean they could pack more powerful
weapons in a smaller

space, lower signature, but cost more. just an idea that i need to think about
more....

dave