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Re: Missile counter measures.

From: Tony Francis <tony@g...>
Date: Tue, 29 Jun 1999 14:14:39 +0100
Subject: Re: Missile counter measures.

You'd actually need to subtract the die score from 7, otherwise you'll
end up
with a 0-5 range rather than the desired 1-6. Otherwise yes, good idea.

Tony

"Izenberg, Noam" wrote:

> >Yes, for the [OFFICIAL] line I'd tend to go with Tim here. I think we
can
> >assume that the roll for the number of missiles in the salvo that
actually
> >get target lock includes the fact that the target ship will be
desperately
> >spewing chaff, decoys and wideband ECM as the missiles close..... the
die
> >roll gives you the number that manage to lock onto the ship through
all
> >this junk being chucked at them.
> >Jon (GZG)
>
> If you want to get a better "game feel" for that assumption without
changing
> the mechanics at all, have the defending player roll the SLM die and
> subtract that number from the base 6 that would hit without
countermeasures.
> Its exactly the same thing as the atttacking player determining how
many
> SLM's hit, but now the defending player can feel like he's actually
> defending.
>
> Noam

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