Request for comments: weapon modifications

7 posts ยท Apr 19 1999 to Apr 20 1999

From: j a c <journeyman2000@j...>

Date: Mon, 19 Apr 1999 08:39:39 -0400

Subject: Re: Request for comments: weapon modifications

On Mon, 19 Apr 1999 21:02:28 -0400 Laserlight <laserlight@cwix.com>
writes:
> Nathan

Heh, he'll probably drop the dice off the table or something like that

8^)

From: Nathan Pettigrew <nathanp@M...>

Date: Mon, 19 Apr 1999 13:37:40 -0700

Subject: Request for comments: weapon modifications

I've tweaked a couple of the standard FT weapons and wanted to get some
feedback from list members. These haven't been playtested yet. My thought was
to use them in Japanese developed ships.

Thanks, Nathan

==========================================

Extended Range Pulse Torpedo Range To Hit
0-6     1+
6-12    2+
12-18   3+
18-24   4+
24-30   5+
30-36   6 only

MASS 6 (1 arc) +3 for 2 additional arcs (3 arcs maximum)
Points Total MASS x 3

From: Laserlight <laserlight@q...>

Date: Mon, 19 Apr 1999 21:02:28 -0400

Subject: Re: Request for comments: weapon modifications

> Nathan

So you're guaranteed to hit at point blank range? What will Indy do?

From: Aaron Teske <ateske@H...>

Date: Mon, 19 Apr 1999 22:08:34 -0400

Subject: Re: Request for comments: weapon modifications

> At 09:02 PM 4/19/99 -0400, Laserlight wrote:

He'll still find a way to miss. ^_-

Though offhand, if you want variable range, maybe try the different sizes of
pulse torp I worked up for my Space Fleet conversions. Small, medium, and
large torps, with the current version being the "medium".

Range to hit with a:
launcher  mass   2+    3+    4+    5+    6+
small       2   1-4   4-8   8-12 12-16 16-20
medium      4   1-6   6-12 12-18 18-24 24-30
large       8   1-9   9-18 18-27 27-36 36-45

The small and medium launchers get 1 arc per extra mass, while the large
launcher costs 2 mass per extra arc. (Max 3 arcs in all cases.) 3 points per
mass.

Basically, starting from the small launcher, for each doubling of the size
you get +50% in the range.  I can't really recommend continuing this
progression any further since it'll rapidly outrange beam weapons, but I think
it works pretty well as it stands now. You might allow the small launcher both
extra arcs for just one additional mass, actually, but I'm
trying to discourage hordes of small PT-equipped ships....

Later,

From: Steve Pugh <steve@p...>

Date: Tue, 20 Apr 1999 13:56:11 +0100

Subject: Re: Request for comments: weapon modifications

> Though offhand, if you want variable range, maybe try the different

Back in the pre-FB days I had small, medium and large torp tubes
which used D4, D6 and D8 for their to hit and damage rolls. The value needed
to hit at a given range was the same. Hence the small launcher couldn't hit at
those ranges that needed a 5 or 6. Haven't reworked it for the Fleet Book
design system yet.

From: Dean Gundberg <dean.gundberg@n...>

Date: Tue, 20 Apr 1999 08:39:50 -0500

Subject: RE: Request for comments: weapon modifications

> Extended Range Pulse Torpedo

How about instead of adding a range band, increase them from 6" to 7"?
Thus 1-7" 2+, 7-14" 3+, 14-21" 4+, 21-28" 5+, 28-35" 6+.
This keeps the close shots from being auto hits* and gives almost as much
range. The reduction in damage might warrent a reduction in base mass to 5.
Your version is really an improvement over the base model, not just an
extended range modification.

*I will be in the Baltimore/Washington DC area next week and may get a
chance to see Indy fire pulse torps in person!

> ==========================================

Any reason for the 3" limit for the AFDC? If I remember right, the normale
AFDC range for missiles is still 6" so this this just another weakness to
ofset its increased abilities?

From: Indy Kochte <kochte@s...>

Date: Tue, 20 Apr 1999 08:58:06 -0500 (EST)

Subject: Re: Request for comments: weapon modifications

> Extended Range Pulse Torpedo

You guys are so supportive.  :-)

Mk