Prev: Re: Missiles and Submunition ideas Next: Fleet Spacing

SV: What makes a Capital ship Capital?

From: "Oerjan Ohlson" <oerjan.ohlson@n...>
Date: Tue, 9 Dec 1997 19:05:30 +0100
Subject: SV: What makes a Capital ship Capital?


Michael wrote:

> > > > How about the "3 arcs is the only thing that makes sense"
problem?
> 
> How about doubling  or tripling the cost of the third arc?  
> A Beam costs would go 7 10 16.  or 7 10 19
> B Beam		5 7 11	  or 5	7 13
> C Beam		3 4  6	  or 3	4  7

This would make the sample Heavy Cruiser in the game cost 256 points
instead of 238 (+7%), and giving the sample Superdreadnought three arcs
for
all its batteries (instead of 1 3-arc and 4 2-arc batteries) would cost
24
points instead of the current 8 - but 24 points is still only 4% of the
total cost of the ship.

One thing to remember when adjusting the costs of various weapons is
that
MASS is much more important than COST. 1 extra useable MASS on the Heavy
Cruiser above costs 10 points (OK, so you get an extra damage point into
the bargain :-/ ); the greater part of the cost for a ship is hull and
engines (except possibly non-FTL ones).

Later,

Oerjan Ohlson

"Life is like a sewer.
What you get out of it, depends on what you put into it."
- Hen3ry

Prev: Re: Missiles and Submunition ideas Next: Fleet Spacing