Full Thrust Java test list -- June 2005

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RE: HH weapons



I've been building the ships using SML + magazine code.  Very big magazines
(20 salvoes per launcher).
An SML ammunition type would be enough when hand-building ship code.

I've attached the test ships (only Jon will probably get it if the list
filter is working).



Long Term wishlist:

"HH Salvo-2 / Salvo-4 / Salvo-6 / Salvo-8 / Salvo-10"
Launch code as per SML.  Standard range = 50MU, Ghostrider range = 75MU
Number of missiles = All
Damage: 1d6 per missile; no screen ignores 6 (hits wedge), Screen-1 ignores
5-6, Screen-2 ignores 4-6.
FireRate = once per turn
Mass = 1/2 rating.

"HH AntiMissileSystem"
Scatterpack that can fire every turn (default 36MU), cannot damage ships or
fighters.

"HH Energy Torpedoes"
MKP weapon.  Range = 10MU.
Damage: as per MKP, but Screen-1 or better results in 0 damage.

"HH Sidewall"
Directional Screens (AP/FP and FS/AS).
I am using Vapour Shroud to represent "rolling wedge".

"HH Drones"
MT missile that can be targeted as a starship instead of a fighter (capable
of "Banzai Jamming")


Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernskies/ 

> -----Original Message-----
> From: Jon Davis [mailto:davisje@xxxxxxxxxxxx] 
> Sent: Saturday, 11 June 2005 9:19 AM
> To: ftjava-test@xxxxxxxxxxxxx
> Subject: Re: New Game
> 
> 
> Brendan Robertson wrote:
> 
> >The only thing I would *really* like is for a 6-arc capable 
> SML/SMR (in
> >2/4/6 ratings) that resolves damage using the PBL code.  
> Everything else can
> >be substituted or changed in the scenario settings.  Jon?
> >
> >  
> >
> It would be possible.  Is it a one shot type of weapon?  The arcs are 
> not a problem.
> If it's a one shot weapon, we can set the fireRate to a very high 
> number, that for
> practical purposes, it's a one shot weapon.
> 
> FireRate is the amount of time a weapon has to recharge before it can 
> fire again.
> 
> Jon
> 
> 
> 


textfilter: ignored an application/octet-stream part called TestGame1





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