Re: Sa'vasku variants
From: Matthew Seidl <seidl@v...>
Date: Wed, 09 Dec 1998 09:24:01 -0700
Subject: Re: Sa'vasku variants
On Tue, 8 Dec 1998 18:33:32 -0500, Tom McCarthy writes:
>++++++++
[SNIP]
>Each turn, the Sa'vasku ship has a pool of energy and a number of
sensors or
>fire controls. The energy is divided between thrust (for acceleration,
>deceleration, and turns), defensive screens, anti-fighter defences
(ADAF),
>spawning drones (fighters), and attacks (particle beams, graviton
pulses, or
>buzzcutter beams). The cost of thrust or screens is proportional to
the
>ship's size, while ADAF, drones, and attacks are based upon flat costs.
>
>Each turn, consider the available energy points. Divide them between
>engines, ADAF, weapons, arming and launching fighters, and screens. As
>damage is taken each turn, your available energy will drop and points
will
>disappear from the pools. Normally, points will disappear from ADAF,
then
>shooting, then screens. If ADAF and shooting points have already been
>expended, then the next pool will lose points.
>
>Each ship control sheet has five pools to allocate the points to each
turn.
>Thrust is a pentagon. Attacks is a circle with three posts. ADAF is a
>diagonally-quartered square. Screens is a dot with two arcs above.
Drones
>is a cluster of 4 circles.
>
>Ship's MASS
>The ship's are broken into power factor (PF) categories by increments
of 10
>MASS. Ship's of MASS 1-10, for example, are PF1. MASSes 21-30 are
PF2.
>
O.k., maybe I'm dense, but how much energy is ACTUALLY generated per
PF? I see how to figure the ship's PF, but not how this trannslates
into energy.
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