From: Eric Foley <stiltman@t...>
Date: Tue, 11 Feb 2003 22:40:08 -0800
Subject: Large mass adjustments, was Re: [FT] F***ters
[quoted original message omitted]
From: Eric Foley <stiltman@t...>
Date: Tue, 11 Feb 2003 22:40:08 -0800
Subject: Large mass adjustments, was Re: [FT] F***ters
[quoted original message omitted]
From: Brian Bell <bkb@b...>
Date: Wed, 12 Feb 2003 08:00:13 -0500
Subject: RE: Large mass adjustments, was Re: [FT] F***ters
How about dividing the number of systems into the number of hull boxes. Mark the hull boxes in a similar way to the way DCPs are marked. Then, as damage reaches the marked box, roll to see if a single system is damaged. If one is, roll randomly to determine which system is damaged. -Bri [quoted original message omitted]
From: Laserlight <laserlight@q...>
Date: Wed, 12 Feb 2003 09:35:29 -0500
Subject: RE: Large mass adjustments, was Re: [FT] F***ters
Stilt said: > I think the whole idea is just whack-a-ding-hoy, frankly. As you If you go back and read the whole discussion in the archives, you'll see that if fighter bays are priced as empty space for these purposes, then the price of fighters will need to be increased to compensate. this seems only reasonable--can a carrier without fighters take on an equal mass dreadnought? > What I would much prefer would be some form of system where any given damage, and find a way to make the probability about the same across any size of ship. The trick would be to find the exact probability of a system loss that would allow a larger ship with more systems to lose those systems at the same proportion as a smaller ship with fewer systems, without unduly complicating either the ship design process or the damage assessment phases of the game. One way to do that would be vertical damage. You can either take the damage across (normal) or down (eg reroll damage might apply vertically). You check for system loss when you finish a row or column. One difficulty is that small ships often don't have to check for thresholds, they just die. Another difficulty if figuring out which systems to check for vertical damage.
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Wed, 12 Feb 2003 20:17:46 +0100
Subject: Re: Large mass adjustments, was Re: [FT] F***ters
> Stiltman wrote: > >The formula Laserlight gave a link to gives reasonable results up to I thought you didn't consider some more fighters to be a problem? Just increase your scattergun loadout by some 20% and you should be fine! <G> Seriously though, fighter bays and the fighters themselves are also re-priced which makes your calculation a bit incomplete (Noam's web page gives you the overall idea of the concept, but I'm not sure if it has the latest set of figures). These revised fighter and bay costs are still in a bit of flux, but basically the cost of a fighter bay drops to ~1xMass to reflect its lack of combat power when empty while the cost of an individual standard fighter is increased to 6-7 pts or thereabouts. > What I would much prefer would be some form of system where any given Apart from the "any given hit" bit, you have just described the current threshold system - as long as each "hit" takes out one full hull row on the ship it does everything you're asking for <g> Unfortunately the "any given hit" bit complicates matters enourmously. While it isn't particularly difficult to figure out the probabilities you *want*, it is rather difficult to create a game mechanic which *gives* them at all - and attempts to do it without adding large numbers of die rolls to the resolution of every single hit scored has so far proved total failures :-( (It gets even more difficult if you're restricted to using D6s, of course, since you need at least two dice to create any probability less than 16.66%...) > If that could be done, though, that would be a far superior solution to Amen to that! That's a pretty massive "if" you're asking for, though :-( Later,
From: Brian Bilderback <bbilderback@h...>
Date: Wed, 12 Feb 2003 12:15:45 -0800 (PST)
Subject: Re: Large mass adjustments, was Re: [FT] F***ters
> --- Oerjan Ohlson <oerjan.ohlson@telia.com> wrote: Has anyone played with the idea of finding a way to apply FMA dice to FT? Just curious, I haven't myself.
From: Eric Foley <stiltman@t...>
Date: Wed, 12 Feb 2003 13:44:04 -0800
Subject: Re: Large mass adjustments, was Re: [FT] F***ters
[quoted original message omitted]
From: Imre A. Szabo <ias@s...>
Date: Wed, 12 Feb 2003 20:06:43 -0500
Subject: Re: Large mass adjustments, was Re: [FT] F***ters
> Perhaps what we ought to do for Full Thrust is, when we're putting When I want to play StarFire, I play StarFire. When I want to play Full Thrust, I don't want to play StarFire.
From: Joe Ross <ft4breedn@h...>
Date: Thu, 13 Feb 2003 01:07:27 +0000
Subject: Re: Large mass adjustments, was Re: [FT] F***ters
Right on brother... > Perhaps what we ought to do for Full Thrust is, when we're putting When I want to play StarFire, I play StarFire. When I want to play Full Thrust, I don't want to play StarFire. ias
From: Beth Fulton <beth.fulton@m...>
Date: Thu, 13 Feb 2003 13:31:41 +1100
Subject: RE: Large mass adjustments, was Re: [FT] F***ters
G'day, > Has anyone played with the idea of finding a way to Sort of, the Piquet mesh of FT I did uses opposed FMA-like dice rolls which takes into account crew quality, weapon size and type etc. Not 100% what you're after and not well tested as yet, but may provide inspiration. Cheers
From: Donald Hosford <hosford.donald@a...>
Date: Thu, 13 Feb 2003 04:24:37 +0000
Subject: Re: Large mass adjustments, was Re: [FT] F***ters
I used to play Starfire a (long) while ago... One of the minor reasons I stopped, is that the Starfire ship display made all the ship designs seem similar. (note: I did say "seem") Unless it was labled "destroyer", or somthing, you didn't know what it was...(ie: little ships all looked alike, medium ships all looked alike, ect...) Also players were not given any choice of fire arcs. One thing I did try, was to layout the systems in a grid, on graph paper. The few games we tried, this had potential. I added system codes for the core systems. (ie: sensors, power, control) For the placement of the systems, I used a few simple rules. Engines towards the back, shields near the middle, weapons near the side they fired out of. This allowed damage to be "directional". (ie: fore, aft, left,right) To deturmine the actual row or column hit, we would roll an properly sized die. Armor was layed out with the same number of armor hits, on each side. Donald Hosford > Imre A. Szabo wrote: > Perhaps what we ought to do for Full Thrust is, when we're putting
From: Mike Hillsgrove <mikeah@c...>
Date: Thu, 13 Feb 2003 00:48:52 -0500
Subject: Re: Large mass adjustments, was Re: [FT] F***ters
You don't have to utterly destroy something to render it useless. Indeed, one lucky hit - although not in and of it self fatal - is often enough to bring a very large machine to a screeching halt. Mass does not provide that much of a defense when the weapons are of extreme leathality. That is why we really like the critical systems hits. So far the system does well as far as the movies and TV show is concerned. Note that we even roll for Critical systems like any other system on the ship. Makes tha game very interesting.
From: Brian Bilderback <bbilderback@h...>
Date: Thu, 13 Feb 2003 09:39:17 -0800 (PST)
Subject: RE: Large mass adjustments, was Re: [FT] F***ters
> --- Beth.Fulton@csiro.au wrote: I had not even given any thought to actually trying a FMA system until after I asked, other than wondering if it could be done, and I'm still a long way from having any concrete ideas, and I'm not saying it SHOULD be done, but just as a mental exercize, could you send me said mesh?