re FT3 Missiles-Jon

3 posts ยท Apr 3 1997 to Apr 8 1997

From: Sprayform <sprayform.dev@n...>

Date: Thu, 3 Apr 1997 18:00:11 -0500

Subject: re FT3 Missiles-Jon

I prefer the idea that we keep FT2 missiles and their movement but call FT3
missiles by another name (drone missile swams)

Take FT2 missiles as one shot externally mounted types FT3 d.m.s(Drone
Mis...)as a launcher plus (1 to 4?) swarm shots.
Each swarm has 6 drones -damage is 1 pt per missile and a specific
system threshold check [eg engines,shields,largest weapon,firecon.] The
launcher can 'control' the swarms but if it gets hit(with or without missiles
in it) swarms roll on a 'simple' lock lost table; results could
include -- target nearest ship
" " enemy ship " " friendly ship return to firing ship!! target largest ship
in front arc
          etc
The list can be D6 or D12 but with the results ranging from the
fun/disaster
to acceptable alternative/ no change.
Speeds/durations movement etc can be talored to costs/tonnage/current
rules or newsgroup ammendments.

Jon (top cat)

HUUU   RAAAAAAAAAARRR G.Z.G !
SDL

From: JAMES BUTLER <JAMESBUTLER@w...>

Date: Sat, 5 Apr 1997 12:42:40 -0500

Subject: Re: re FT3 Missiles-Jon

> At 11:00 PM 4/3/97 +0000, you wrote:
I like this idea but I don't know how you could easily implement a "specific
system threshold check" without getting bogged down in mechanics.

        James

From: Sprayform <sprayform.dev@n...>

Date: Tue, 8 Apr 1997 04:07:07 -0400

Subject: Re: re FT3 Missiles-Jon

> At 17:42 05/04/97 +0000, you wrote:

Well either you could make it 'random' as in -counting from the top and
the right of the ship diagram roll D(number of systems on ship) and the number
that comes up is the system that has to roll a system threshold check or (my
prefered option) Each swarm is dedicated to a specific target system (ie homes
in on 'warp core signature' for example to target engines) and this is in some
way recorded on the ship diagram by a letter in the missile picture.
When the missile swarm hits (with losses due to P/ADF systems etc) the
remaining missiles determine how hard the threshold check is ie No. Missile
Hits Damage System destroyed on
               1                   1                     6
2 2 5,6 3 3 4,5,6 4 4 3,4,5,6 5 5 2,3,4,5,6 6 6 1,2,3,4,5,6 On an engine check
with, say 4 missile hits the attacking player may split it into 2 eg a 3
missile hit followed by 1 missile hit (since engines take two to be destroyed)

Jon (top cat)

SDL