New Guy

2 posts ยท Aug 14 2003 to Aug 14 2003

From: Matt Tope <mptope@o...>

Date: Thu, 14 Aug 2003 10:46:26 +0100

Subject: Re: New Guy

Thanks for the welcome every one. To answer Davids question I currently
residing in a smallish
village/town
called Midsomer Norton about 10 miles SE of Bath (or for our American friends
near the top of the base of the long triangular bit that sticks out in a south
westerly direction from the main part of the island. I hope thats thoroughly
confused everybody, because it has me).

As for new ideas I've long been tickering with gravitic implosion style
weaponry but have yet to come up with anything I'm satisfied with.

One idea I came up with was for a friend who is head over heels in love with
spinal mount weaponry but can't aim a Plasma Bolt for toffee (and we had to
ban him from using Nova Cannon after a particularly nasty incident with a
space station). He likes Fussion Cannon so I came up with this (For FT2.5),

Mass 15
Cost 45/60?
1 arc Range Dice
0-12mu  3d6
12-24mu 2d6

Standard FC rules. Fires in normal shooting phase, only targets 1 vessel. Roll
d6 as per range and total. If the score is odd the shot misses. If it is even
it hits and causes damage equal to the score. Half damage on armour in the
usual way.

Let the dissection begin...

From: Roger Burton West <roger@f...>

Date: Thu, 14 Aug 2003 11:18:57 +0100

Subject: Re: New Guy

> On Thu, Aug 14, 2003 at 10:46:26AM +0100, Matt Tope wrote:

> As for new ideas I've long been tickering with gravitic implosion style

Have you checked out the Weapon-Defence Archive, compiled by Noam
Izenberg?

http://nift.firedrake.org/Weap-Def_Archive.htm

> Mass 15

Mean damage at 0-12: 5.25
Mean damage at 12-24: 3.5

same damage application mechanic as pulse torps, so I'll use them as examples.

By comparison, 2 pulse torps with a single arc mass 8, cost 24, and do similar
mean damage at most ranges:

     range    0-6    -12  -18    -24    -30
2pulsetorp 5.833 4.667 3.5 2.333 1.167
    fusion   5.25   5.25  3.5	 3.5

so I'd be inclined to go for mass 8 or 9 (a little more damage, a little less
range, more vulnerable to thresholds but easier to repair than the doubled PT)
and a cost of 3xMASS as usual.

Separately from this: you're introducing a new dice mechanic, which makes the
game more complex. This is OK if the weapon's really interesting in some other
way, but I suggest it's something of which you should be very wary.