Full Thrust Java test list -- August 2005

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Re: Game 796



On Aug 18, 2005, at 11:38 AM, Noam Izenberg wrote:
>
>> The only reason the targetting window shows the range AT ALL is so  
>> the
>> player can determine which ships are in range of his weapons (and
>> in what
>> range band).
>>
>
> Ah - but that parenthetical is not directly indicated by the range
> number value. It is determined by the player because the he knows the
> range band of his weapons. If he knows what they are vs. stealth
> ships, the number is exactly as informative as it should be.

AN additional thought - if you wanted an indicator like what you're  
saying, the number next to the ship should not be range - it should  
be range band.

We have about 5 direct fire RB categories so far:

Beams (12) (usable for pulsers etc)
Torps (6) (usable also for k-guns, submunitions, PDS, etc)
Grasers (18)
Short range torps (4)
Long range Torps (9)

So the Christmas-Tree version of the weapon drop-down menu could have  
something like this:

17 CA USS Target [2/5-3-2/1]
17 CA ATI Arum [3/X-5-3/2]


Target is a standard hull cruiser.
17 = range in MU
2 = Effective Beam range band
5-3-2 Effective Torp range bands (short, standard, long)
1 = effective Graser range band.

Arum is stealth 2, so the effective range bands are higher.
Beam range band 3 tells you immediately that class 2 beams won't  
reach it.
The X means that Arum is out of range of short range P-Torps.



---

This isn't right. This isn't even wrong. - Wolfgang Pauli







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