From: Noah Doyle <nvdoyle@m...>
Date: Tue, 18 Aug 1998 23:44:37 -0500
Subject: RE: Space Tactics
A few thoughts: As a ship captain, I would have one serious worry about a high-speed pass attack - collision. At those kind of velocities, you'd be a nice glowing ball of plasma if you hit anything substantial. Granted, the chances are low, but still there. On the political side, If one of my ships going Really Fast has a manuvering problem, and smacks into the planet, somebody is going to be very upset. As far as midturn fire goes, I don't see a solution that doesn't compromise playability. I would be comfortable with a fudge: at high (relative) speeds, your ability to attack effectively is limited. This assumes that each fire attempt (excluding missiles) is actually several fires over the turn period. As relative velocity increases, these fires become less and less effective, until they are nearly ineffective. This doesn't work that well against non-manuvering targets, so a special rule *may* need to be implemented here. As for manuvering targets, if you get a good close approach shot - i.e., you calc'd it right and at speed 200 you are right on top of him during the fire phase, you did it right.got lucky. Any other result - longer ranges up to out of range - your fire effectiveness was decreased by about that amount. It's kind of a kludge, but it seems to work. It also requires that damage in FT NEVER be directional - I like that, personally. Bad memories of Star Fleet Lawyers. Has anybody else tried experimenting with really big beam batteries/railguns? I use them to represent Traveller/Leviathan style spinal mounts. One arc only, usually fore or aft. They seem to be pretty effective. Long-range harassment with the beam, and massive damage from the railgun. They also get expensive real fast.