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Re: Railgun Goals II

From: John Crimmins <johncrim@v...>
Date: Thu, 26 Nov 1998 09:43:59 -0500
Subject: Re: Railgun Goals II

At 05:35 AM 11/26/98 -0800, you wrote:
>John and Roxanne Leary <realjtl@sj.bigger.net> wrote:
>
>>     Well, just what are the options for 'To Hit':
>>Constant : Same as Beams
>>
>>Short range/Low 'To Hit' number : Basically, what is in use now for
>>	    Kra'Vak ships.   With increasing 'To Hit' due to range
>>and		constant damage over range. (The Trash Can principle.)
>>
>>Short range/High 'To Hit' number : With decreasing 'To Hit' due to
>>	    range and decreasing damage over range. (The Shotgun Effect)
>
>I'm for the first option, the so called "trash can."
>
>However...
>
>I was just brainstorming different ways to use d6s to come up with some
>sort of result - just trying to get something/anything different than
beams.
>
>1) Roll d6s vs. a target number. Both target number and number of dice
>decreases with range.
>
>2) Roll constant number of dice (not necessarily just one) against a
target
>number that varies with range. [This is closest to the old mechanic.]
>
>3) Target thrust capability determines number of dice thrown, which
score
>against a target number that decreases with range. # of hits may
determine
>damage multiplier. [This is sort of a variation of #1]
>
>4) I'm running out of decent ideas... help
>
>
>Schoon
>

I'm *ahem* still fond of my option...roll several dice with the range to
the target being your target number.  I have to admit that of the above
#3
sounds good, PSB-wise--but I don't think that it would work too well on
the
board.	I can see too many people pushing their speeds up to the
unhittable
velocities.

 
John X Crimmins
johncrim@voicenet.com
  "...is one of the secret masters of the world: a librarian.
They control information.  Don't ever piss one off."
  --Spider Robinson, The Callahan Touch.


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