From: George,Eugene M <Eugene.M.George@k...>
Date: Thu, 3 Apr 1997 13:11:01 -0500
Subject: Minefields: WAS RE: [OFFICIAL] Missile Ideas
Mikko Kurki-Suonio Sez: > Having yammered this much about missiles, how about a slight change of From > the point/mass side of things, two mines equal one missile. Yet they Yep, they're crap. > Heck, dumping stationary missiles would probably much more of a That's pretty much the conclusion I've come to. BTW no one has ever used a minelayer in any of the games I've played in. > How to make mines more usable? Some ideas: Yeah, 3 mines is stingy, but I'm wondering how much utility a 'game time' minefield should have. Mining seems to be a scenario level, or campaign level activity. > 2) More damage for mines. 1d6/no shields would bring them in line with See Robin Paul's analysis of the damage potential of mines for this one. I agree with Robin, mines are worse than useless. Unless you want mines to represent the last-ditch weapons of the poor, third-world (planet ? space? system?) nations in your game or campaign. I think 1d6, ignoring shields is apropos, or maybe 1d6, with a 1 in 6 chance of premature detonation and no effect, mines being rather haphazard. > 3) Permanent minefields. Minefields stay and damage all comers until Great idea, the perfect use of mining. Anti-mine drone fighters and missiles, I like it already. > Strategically speaking, it's currently impossible to lay anything like And to do so during most FT games is tantamount to suicide. Assume you want to protect one quadrant (90deg) of a space station, make > anyone coming within bombardment range (36") risk 5 pts of damage. That I use Mass 1, 3 points per three mine reload for the mines as given in the rules. So call it 1 point per mine and 1/3 of a mass point. So would 40 or so points be more worthwhile for your Space Station's defenses? Gene > [quoted text omitted]