Thoughts on FB3, MT missles

3 posts ยท May 9 2000 to May 10 2000

From: John Leary <john_t_leary@y...>

Date: Tue, 09 May 2000 09:13:12 -0700

Subject: Thoughts on FB3, MT missles

Greetings, Keep the MT missiles simple:

The missile is launched at the start of the turn, in the direction the ship is
moving.

Turn 1) Speed of launching ship + up to 20, may make three turns,
no target modifier.
turn 2) Speed from last turn + up to 20, may make two turns,
        -1 on to hit if speed greater than 30.
turn 3) Speed from last turn + up to 20, may make one turn,
        -2 on to hit if speed greater than 40.

Bye for now,

From: Daryl Lonnon <dlonnon@f...>

Date: Tue, 9 May 2000 10:58:51 -0600 (MDT)

Subject: Re: Thoughts on FB3, MT missles

> Greetings,

I'm not sure I understand why a missile would necessarily get a -1/-2
for travelling high speeds while a ship would not (and in reality, even if you
did want to model the effects of velocity, it'd be the delta V between the
missile and it's target, not the delta V between the missile and the playing
surface).

> Bye for now,

I've been thinking about this in the back of my mind, since my brother is
coming to town and FT is the only mini game he'll play, but unlike the above
I've been only thinking about Vector (since that's what I tend to play when I
do play).

House Rules we tend to use (so you have some idea where this is coming from):
o SML's launch from a point out from the ship equal to it's current vector. o
Fighters have a vector (and a thrust of 12"), (fighter vectors must "parralel"
(begin point and end point within 12" of ships begin point and end point
respectively) in order to escort a vessel). o (I can't remember if this is
official or not) Fighters can intercept missiles.

MT missiles o Each missile has 24" worth of thrust, thrusting lowers this
amount. o Missiles move during fighter movement (as a fighter group). o A
missile has a vector attached to it.

Other random thoughts I'm not so sure about o Use old PDS rules to shoot down.
o Require 4" of thrust on first turn (so you can use a d20 to track thrust). o
Limit the amount of thrust usuable per turn to 12" (to limit the 24" thrust on
first turn to hit any ship it wants to in range). o For every x amount of
thrust (6) spent in evasion maneuvers, subtract
  1 (or a screen level (upto 2)) from the PDS/interception rolls
(use new PDS rules with this). (I kinda like this one but haven't thought
about it enough).

The above, I think, would require more thought in MT missile usage (which I
see as a good thing), and shouldn't introduce too much more bookkeeping.

Back to lurking,

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Tue, 9 May 2000 23:27:07 -0700

Subject: Re: Thoughts on FB3, MT missles

> Greetings,

Making their movement like fighters, rather than calculating speeds and turns,
is simpler still.