Tech Level Differences [FT]

1 posts ยท Sep 20 2000

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,