Quality in FT III

5 posts · Jun 23 2005 to Jun 24 2005

From: Michael Blair <amfortas@h...>

Date: Thu, 23 Jun 2005 16:26:02 +0100 (BST)

Subject: Re: Quality in FT III

However it is done quality would be a nice thing to see implemented. You would
see a real difference between the modern ships of the major nations and the
older less capable ships of lesser powers – and old ships dragged out of
reserve to replace more modern ships lost as wars progress. For rich minor
nations you could have top quality ships – with awful crews (Saudis?) or more
a different slant older equipment with very good crews (IDF reservists in
Centurions?).

A silly question but do with have to stick with the D6 or is there any reason
not to go down the FMA road? It would mean a few more years delay though.

From: Laserlight <laserlight@q...>

Date: Fri, 24 Jun 2005 14:51:39 -0400

Subject: Re: Quality in FT III

From: Michael Robert Blair
> However it is done quality would be a nice thing

see my post titled "Re: Fire Control lock-on (was: Re: [FT]" [etc] from
yesterday evening.

> A silly question but do with have to stick with the D6

I have started working on "Completely Unofficial FMA Fleet", which I'll post
when it is less incomplete

From: Doug Evans <devans@n...>

Date: Fri, 24 Jun 2005 14:41:20 -0500

Subject: Re: Quality in FT III

> I have started working on "Completely Unofficial FMA Fleet", which

Individual attack die roll vs. individual defend die roll, right?

Some ships are throwing buckets-o-dice...

The_Beast

From: Roger Books <books@m...>

Date: Fri, 24 Jun 2005 15:49:41 -0400

Subject: Re: Quality in FT III

attack dice based on weapons, defense die based on range & stealth. FC dice
based on quality & sensors.

If at least 1 FC die doesn't beat defense no hits. Otherwise attack dice that
beat defense do a point of damage. attack dice that double defense do 2.

Roger Books

> On 6/24/05, Doug Evans <devans@nebraska.edu> wrote:

From: Laserlight <laserlight@q...>

Date: Fri, 24 Jun 2005 15:59:21 -0400

Subject: Re: Quality in FT III

From: Roger Books
> attack dice based on weapons, defense die based on range & stealth.

Okay, since you insist:

Completely Unofficial FMA Fleet Ships have size ratings (ranging from 1 to 6,
or thereabouts) which control their equipment capacity and their signature.

Firing is QD plus FP, and you can have multiple weapons firing. If one die
beats the defender's defense dice, you get a minor hit; if two or more beat,
you get a major hit. This should give the effect of extra shots
bracketing the target, making it more likely to get a good hit--you
don't get multiple hits.

Alternatively, you can fire QD+FP for each weapon individually – that
gives you a chance of multiple hits.

Defense dice against direct-fire weapons are Range die (based on 6mu
range bands) and Signature. Against missiles, defense dice are based on the
target's ECM and PDS.

Hits need to roll to penetrate armor. I'd prefer to have damage knock out
systems directly, rather than by marking off hull boxes and causing threshold
checks. "Two hits get through. The first one reduces your thrust by one; the
second knocks out a weapon."

First pass at ship design:
Ship (and weapons) come in size classes 1-5 (can be extended to 6 ,7,
higher). Capacity = 20 * Size Drive Mass = Drive Level * Size
Armor Mass = Armor Level * (1+Size)
Armor is a fixed number that the Impact die has to beat, since that's faster
than an opposed roll. Need to have a max limit on armor, maybe
size+1?

Weapon Mass = Weapon Class * 2 (if fixed, call it 2 arc) or * 3 (if turreted,
call it 5 arc). Maybe have a “maximum weapon size per ship size”... maybe
not.

Additional systems are PDS and ECM, which will be relatively small for mass
(let's call them 1mass/level) but probably fairly expensive for points
(N *
mass^2 or such). You'd also spend more points to increase the Impact of
your weapons--the Mass is just to increase the FP.

Examples:
        Destroyer
Size 1 = 20 capacity Main Drive 6 = 6 * 1 = 6
Armor 2 = 2 * (1+1) = 4
PDS 2 = 2 ECM 1 = 1 Weapon 1 turret = 1 * 3 = 3 Weapon 2 Fixed = 2 * 2 = 4

        Dreadnought
Size 5 = 100 cap Main Drive 2 = 2 * 5 = 10
Armor 7 = 7 * (1+5) = 42
PDS 2 = 2 ECM 2 = 2 2x Weapon 4 turret = 2x (4 * 3) = 24 2x Weapon 5 Fixed =
2x (5 * 2) = 20