From: Charles Taylor <charles.taylor@c...>
Date: Wed, 20 Sep 2000 18:48:59 +0100
Subject: Re: Tech Level Differences [FT]
In message <417DEC289A05D4118408000102362E0A210107@host-253.bitheads.com> > "Barclay, Tom" <tomb@bitheads.com> wrote: > Although the addition or subtraction of mass for a system or the Good points, and ones I've considered, but I've had problems comming up with a system for handling range variation - just check out my previous thread on the subject. Interesting point about Fire Control, DS II has different grades of fire control, FT just has the on (not counting ADFC). > What does this mean? Lower tech in FT (and to one extent or another in > ------------------------------------------ Which is what I suggested it for - for instance, the example I gave (lower tech kinetic weapons) mentions that range should probably be reduced (either by applying a penalty on the 'to hit' roll, or by shrinking the size of the range bands, can't decide which :-). I guess the only real answer is: Design your ships using the higher/lower tech. Build a fleet for a certain number of points Get a friend to build a fleet using 'vanilla' FB1/2 tech (FB1/2 designs _and_ custom jobs). Playtest! Playtest! Playtest! Hmm.. need more games to test my mad ideas! The other effect of higher tech designs are _radically new technologies_ which are largely going to have to be designed from scratch. Anyway, I hope this is of use to someone,