Full Thrust Java test list -- January 2006

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Re: New Somerset scenario



--- Jon Davis <davisje@xxxxxxxxxxxx> wrote:
> It's possible to "deactivate" weapons via the recharge mechanic or to
> start some weapons as disabled and requiring a damage control roll to
get
> them 
> activated.  

Unsure to be honest.  Not familiar w/ the recharge mechanism and would
really need to be playtested (wish I had a FtF partner for this .. can
do lots of battles real quick).

My gut feeling on this is:

Disable 100% of all weapons (EXCEPT point defense) on ALL NAC ships but
then DOUBLE (or even TRIPLE) the NAC BPV (also start them velocity 0 or
1).

Allow repair of all via standard dmg control starting on Turn 2.  Sure
the NAC starts way down (hence triple BPV) but you figure they will be
up to speed after destruction of maybe 75% of the fleet .. ESU only has
so many weapons and ships still have a lot of hull.  Figure this would
more accurately represent the NAC being surprised yet give them a
change to win (assuming we only want balanced scenario's here).  Would
need to be playtested though.

Think I would also add a BC / CS / FF or three to the ESU to represent
a raider force (who raids with nothing but 4 BB's ... doesn't seem
realistic fleet composition)








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