From: Jared E Noble <JNOBLE2@m...>
Date: Thu, 13 Aug 1998 10:55:21 -0900
Subject: Move/Fire limitations in FT (was GenCon stuff)
Well, this is were I'll jump in I guess. I have also played a few big SFB Fleet Battles (30+ ships per side, most cruiser or larger with some escorts), and I can tell you that it was SLOW. but there are a lot of things that contributed to it being so slow. 1) Energy Allocation - while not the slowest part of the turn, it does take a chunk of time - thankfully we don't have to futz with this in FT. 2) plotting movement - OK, so we used free movement, but in initially planning movement people we scanning the movement charts to see what speeds would give them the movement breaks they wanted based on their assumptions of the enemy's speed, all the while counting hexes so they could be 'just so'. Real fiddly - FT movement plotting seems more straightforward. 3) With unplotted firing, repeated stare-downs after movement waiting for an arbitrary time limit to expire for announcing firing, 'me-too' firing. 2 impulses of that crap led to written firing orders, but for the impulse only -but then you have other problems - if I scribble just a note saying 'no firing', opponent writes a paragraph as if detailing lots of ships firing, when it turns out to be just bogus but he couldn't let me know that. Urg! OK I'll stop with that - It's starting to give be painful flashbacks. Anyway, largely as a result of that battle, I was trying to put together my own set of rules to allow fleet battles. This was at the time I had FT, (no MT of FB) and also a copy of Starmada 3.0. I liked a lot of the features. My movement system was almost vanilla FT. The biggest changes I had to the movement system were the addition of Overthrust, Overstress, and some special Maneuvers (like Erratic Maneuvering). However, my combat system was a little different and tried to address part of the restrictions of Move/Fire without breaking down actions as far as SFB or Car Wars. So here's the point: what do people think of the ideas below? What are the biggest holes? do they make any sense? ** Multi-segment combat system ** Each ship was given firing orders - Early,Spread, or Delayed fire. There were two firing segments per turn - one at the movement midpoint (where you make your second turn), the other at the end. Your firing orders did not restrict your targets, but restricted the percentage of your weapons you could fire in a given segment: Orders 1st Segment 2nd Segment Early Any Up to 1/4 Spread up to 2/3 up to 2/3 Delayed up to 1/4 Any If you plotted delayed fire, in hopes to smash you opponent at a closer range, only to find he accelerated more than you anticipated and closed the range in the first movement segment, you would only be able to respond with a small number of your weapons, and hope to God you live to the second phase to retaliate with the rest. The only 2 restrictions were that each weapon could only fire once per turn, and you could not plot Early fire immediately after Delayed fire. ** Overthrust ** Overthrusting allowed you to used more thrust than your drive was rated at, but with risks of damaging the drive (or blowing it up completely.) The risk increased the more you pushed it past spec. A thrust 8 ship could _probably_ get away with a point or two occasionally. ** Overstress ** Overstress was based on the assumption that a ship was designed to withstand certain stresses, but it weakens as your superstructure gets big holes punched through it. Even to the point that the force of your own drives could cause damage, even snap your ship in two (not usually...). Anyway, as a 'translation' back to FT, for each row of damage boxes remaining (even it if is jut 1 point) the ship can safely withstand 2 thrust. As you start to push it past that you risk taking damage. This damage is applied to the hull (damage boxes) and can cause threshold checks as readily as any other damage. So your thrust 6 cruiser gets pounded and is on it's last damage row. Despite it's engines being undamaged, it is limping along at just thrust 2 to prevent collapsing sections of its weakened structure.