From: Thomas Barclay <Thomas.Barclay@s...>
Date: Thu, 8 Jul 1999 10:55:13 -0400
Subject: More SLAMmin for SG2
Incoming: From: "Robertson, Brendan" <Brendan.Robertson@dva.gov.au> Subject: RE: SLAM for SG2 With regard to the ranges, I was looking to keep it more in line with the rest of the heavy weapons. ** I can see an argument for this. I don't have DS2 ranges and I have no idea what the range of RL rocket packs is. The firecontrol is more a case of dropping your crosshairs on the target & then pulling the trigger to hope the salvo goes where you want it. Mainly it gives the second die to keep in line with the other SG mechanics. ** I've agreed with you and Adrian on this one. I've amended my mechanics accordingly. The radius would be easier to work out, as it keeps it the same as artillery & there's no benefit/disadvantage in arranging the template a certain way. ** Ah! Herein lies the rub. Every other game I've seen sim MRLS or anything like it (Microarmour comes to mind) does so as a template. They tend to be rectangular. Especially for a barrage that is set to roll. And a template of oblate (rectangular being the easiest) shape makes sense when the weapons are deployed from a moving VTOL. Ripple fired rockets surely would land in some other shape than a circle. As for the issue of laying the template... when used on table I make the user pick a line of fire, declare an MPI, and the template is laid in a straight line between where it deviates and impacts, so it isn't a matter of picking the angle on the barrage. You do that by VTOL manoevre! For off board arty, the same theory applies. All barrages probably would fall on the same line. And the acetate template is real easy to do.