From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Mon, 1 Dec 1997 07:00:59 +0100
Subject: SV: Tenders, among other things
> Michael Sandy wrote: > How important is fuel consumption in the game? I read that Um... where did you read that? In FT, p. 27, it says "...FTL Tugs or Tenders, which are ships with massively over-powered FTL drives ... ...When building a Tug or Tender [snip about non-FTL systems] but the FTL drives cost THREE TIMES the total MASS of the ship...". Nothing about fuel consumption (not even about the size of the engines), although it can easily be argued that an engine three times as expensive should also be at least twice as powerful and require three times as much fuel. > How many FTL jumps can a ship make on a full tank? Not defined in either FT or MT. It's all up to you. > How expensive is having a boat bay? As per More Thrust p. 16, a boat bay costs 1 Mass per Mass of the transported boats. > Tenders are useful, but the question is how much of your fleet > I happen to like the Mother Ship concept. No FTL range limitations are given in the rules, so how does a 15 hex range drive differ from a normal one? (...I assume you're talking about FTL ranges here, since that's the only place in the rules hexes are mentioned...) > thrust 2 and Cloaking and you can build some pretty nasty But once your tender buys it, your dreadnoughts are stuck where they are. Yuck :-( (...I've suffered that very fate in a Starfire:Akelda Dawn campaign. It's no fun at all...) A Thrust-2 ship, especially a freighter, is pretty vulnerable to counter-attacks - depending on the campaign set-up, of course. Also, your damaged non-FTL ships can't retreat from combat very easily - and certainly not without endangering the tenders. > (Does a Cloaked Tender cloak the ships she is carrying? Does Not defined anywhere. I'd say yes to both. > Consider a comparison between non-ftl and ftl versions of a ship. [snip] > However, the cost of transporting these extremely effective ships Yep. I'd go for them ASAP... preferrably with my fast escort craft, which should have no problem hunting them down :-) [snip] > Note: If you are designing a scout ship, then for purposes of Depending on the situation. In a campaign, I'd want _all_ my scouts to be FTL capable - I don't want to tie up my tenders with figuring out where the enemy is. > Ob silly ship: Coffin #583412 (You don't name ships this small, No,.75 Mass rounds DOWN to 0 Mass since you rounded.5 damage UP to 1 damage. The normal practice (not in the FT rules, but blessed on this list by Jon T.), is to round one up and the other down; which to go where is up to the designer. > fcs 11 or 13. > If anyone sneezes on one of these, it dies, but it just isn't Don't you bet on that. I suggest that these ships be targetted immediately - a SubPack is dangerous... and they can be destroyed at very long ranges unless they close extremely fast. 1 point of damage to a loaded strike boat, destroying it, is more worth than 1 point of damage to a Superdreadnought IMO. Regards,