From: Stuart Murray <smurray@a...>
Date: Sun, 5 Jul 1998 16:15:17 -0400
Subject: On The Subject Of Sensors
Hi all, I thought I'd be daring and actually (re)introduce a thread which keeps popping up every now and then but gets ignored. I am interested in playing FT in the 'Aliens' universe. One important aspect of this universe is sensor technology. I've had a go at making some add-on to the sensor rules in More thrust to try to model the Aliens universe, however, I don't get to play FT much so I thought I'd send them out to see what other players think. I've tried to make it simple to keep in the spirit of FT and not slow the game down too much. 'Aliens' Universe Sensors In FT http://steelhead.aecom.yu.edu/stuart/AliensUniverse/ALIENSFT.html In general sensors operate just as in More Thrust. Below are some ad-ons and slight modification: There are two types of sensors, PASSIVE and ACTIVE. PASSIVE sensors are enough to locate an enemy ship, however, they are NOT enough to achieve a firing resolution/lock on with directed weapons (beams, railguns etc). PASSIVE sensors ARE enough to achieve a firing resolution for launching missiles as the missile's on-board AI is sufficient to achieve firing lock-on. Firing missiles does NOT reveal the ship to the opposing player, the bogey marker remains in play. To fire directed weapons or to scan another ship a ship MUST engage ACTIVE sensors. Note, to defend itself against incoming missiles the ship must also go to active sensor status thus illuminating itself. However, these are local active sensors rather than the main fire con-linked active sensors. The only diffence betwen these active statuses will become apparent. Beam weapons may be used in more than one type of mode, either offensively, or defensively. All beam weapons have the capability to be fired at a much lower power setting at up to three times their range. When firing defensively in this mode the beams are slaved to the ships sensor apparatus, thus they can only fire in one arc and they may only be fired at as many targets as the firing ship has fire cons. NOTE firing in this mode requires a fire con, it cannot be used for any other firing (including missile launch) in the same turn. When firing at reduced power the beams cannot also be used offensively. When a target is fired upon in this manner the target suffers no damage, however, if hit the target's sensor array is 'blinded' and thus the target CANNOT use active sensors, including ADAF, however, the target can still fire local PD. In addition, a 'blinded' target cannot achieve enough sensor resolution to either launch missiles, OR scan another ship. Beam weapons are tied into the sensor array to fire defensively, thus the quality of the ships sensors will dictate the range of effective fire as much as the class of beam weapon. Basic sensors have a range of 54", Enhanced 81" and Superior 108" (note that the maximum range for MT type scanning is still 54"). Thus a ship with basic sensors and B batt (f) can only blind out to 54" rather than 72" (three times range of a B batt), however, a ship with Enh sensors and a B batt (f) can 'blind' out to 72", the extra range is lost as the beam cannot fire that far. So an example of all of this may be: Ship X mounts twin A batts both in Fore mounts, it has a magazine of six missiles and Enh sensors. Ship Y has a turret mount C3 railgun and a single B batt (f) and basic sensors. On PASSIVE sensors both ships locate each other on the table, they are currently 67" apart roughly facing each other. At this stage they are both bogeys. Ship X gets the initiative, it fires its A's in defensive mode at Y and hits, Y is 'blinded'. X also launches a three missile salvo. Next turn X again gets the initiative, it again fires A's at Y in defensive mode, hit again Y is still 'blind', missiles close in. Next turn y gets the advantage, both ships have closed to 46" range, the missiles which were fired at Y are too close for comfort so Y goes active, the ship is placed on the table, Y fires defensively on X, hits and 'blinds', Y also fires PDS on the missiles, hits two but takes a kicking from the third. Next turn ships have closed considerably to 35" range, Y gets the advantage....and so on So as you can see it in single ship engagements it is important to get the initiative, however, this is less important in multi-ship engagements. These sensor rules are an attempt to simulatew tactical decision making over long-distance engagements, possibly using missiles. The closer the ships get the less the defensive firing is really useful since the captain will want to balance defensive priorities with all out offence to dmage the target as much as possible at optimum range. Comments are positively solicited so I can get a better fudge going to play FT in this universe.