Sorry if these have been answered before (is there a FAQ for the FB yet?), but
a few quick questions:
Can Area Defence Fire Controls target all fighters/missiles within
6" of the ship, just as the original ADAFs could? The rules only mention being
able to target fighters attacking the ship itself, or friendly ships within 6"
of the ship.
How many fighters can be launched/recovered in a turn?
Are sensors still in use, or have they been dropped?
Thanks.
> At 06:40 PM 02-06-98 -0500, you wrote:
What
> about a design that has fighters mounted to the exterior of the ship?
Or
> with each fighter in an individual pod (LOGH)? Dedicating mass to an
The
> 'FlightCon' system should be enough to distinguish carriers as a class.
The problem with fighter on the outside is that it is incredably awkward to do
anything with them. Imagine a surprise attack, you would have to get suited up
and then `run` through an airlock. What about getting a wounded pilot out an
into a sickbay, what if he needed first aid right there? Doing routine repair
work would be slowed if you had to use a vacsuit. I think the cost of a
fighter bay is justified.
> Sorry if these have been answered before (is there a FAQ for the FB
As written, the latter. However there might be good reasons for deciding to
allow the former as well.
> How many fighters can be launched/recovered in a turn?
At present, same as FTII.
> Are sensors still in use, or have they been dropped?
You can still use the MT sensor rules if you wish; we will be revising them
for FTIII, which is why we've just kept to the basic FT sensors in the FB.
> How many fighters can be launched/recovered in a turn?
> At present, same as FTII.
Yes, but now that we have removed the major ship categories, are we back to
the "when is a carrier not a carrier" question?
In message <l03010d03b196bda5b5ab@[195.188.107.162]>
> Ground Zero Games <jon@gzero.dungeon.com> wrote:
> >Sorry if these have been answered before (is there a FAQ for the FB
I always considered the former to be as useful as the latter use.
Especially when you have swarms of missiles/fighters around your
little ships, which you just _know_ he's saving for your big ships
next turn...
> >How many fighters can be launched/recovered in a turn?
Are there any plans to tidy this up? I've always felt that there
should be a 'launch bay' type system, which allows the launch/recovery
of one fighter group per turn. Currently (especially now since mass limits
have been removed), a mass 200 carrier with 8 fighter groups can only launch
as quickly as a mass 50 carrier with 2 fighter groups.
Stops all the questions about what a carrier is as well.
> Jon (GZG)
Okay, thanks.
> At 18:51 6/1/98, Samuel Penn wrote:
Except that a launch bay (to my mind) limits the carrier to genres that have
'traditional' internal bays: Star Wars, B5, Battlestar Galactica. What about a
design that has fighters mounted to the exterior of the ship? Or with each
fighter in an individual pod (LOGH)? Dedicating mass to an additional 'bay'
doesn't seem to make sense in those cases.
> Stops all the questions about what a carrier is as well.
IMO, the mass and space costs associated with fighters as is is enough. The
'FlightCon' system should be enough to distinguish carriers as a class.