Re: The GZG Digest V1 #608
From: RWHofrich@a...
Date: Thu, 9 Dec 1999 19:10:03 EST
Subject: Re: The GZG Digest V1 #608
In a message dated 12/9/99 8:54:50 AM Eastern Standard Time,
oerjan.ohlson@telia.com writes:
> Doubling the cost of the SMs would have a measurable impact on the
> game, but even that may well be too cheap for the ability it buys -
it
> would allow me to hit NSL-style heavies with 90+% of the SMs I fire
at
> them in Vector and Cinematic both (unless they fly faster than speed
> ~24 in Cinematic, but not even I fly that fast with thrust-2 ships
very
> often!). Sure, heavy ADFC/PDS outfits help, but they tend not to be
> enough against the Missile Boat Swarm from Hell.
>
> No, I don't have any better solutions myself :-/
>
> Regards,
>
> Oerjan Ohlson
> oerjan.ohlson@telia.com
>
Having played both FSE and NSL, I have been following this thread pretty
carefully and feel it is finally time to weigh in--
First, I don't think that weapon or ammo costs should be increased--all
weapons in Fleet Book cost 3x mass so why change that? The way I see
it,
there's two good solutions:
1. increase the mass of each SM salvo by either one point or double
(depending upon what playtesting reveals). These increased-mass SM can
be
fine tuned to only hit the LARGEST vessel within 6 MU of the target
point or
2. allow a ship to use reduced radius missiles that can be set to
ignore all
ships below size 50--and a ship must use either these or the old ones.
By
reduced radius, I mean that the targetting radius of the SM is only 3
(or 4,
once again determined by playtest) MU instead of 6 MU.
#1 would work fairly easily and not slow the game down, as a ship could
only
mount one kind of SM due to some PSB about launcher compatability (you
know,
like a Harpoon tube not being able to launch an Exocet). In our games,
we
use numbered chits for marking locations of SM target points, so that it
would not take a great deal of effort to just use different markers for
the
heavier missiles. The same could go for #2.
The benefits:
#1 would reduce the missile load out of ships, but still not make the
missiles too awsome (after all, an opponent could use a sacrificial BIG
ship
during the approach to effective beam range--backed up by some ADFC/PDS
equiped ships like the area defense version of the Kronprinz Wilhelm).
#2 would allow for easier dodging of missiles (or rather, would allow
NSL
heavies to at least have a chance of dodging), yet would allow the
missiles
to ignore escort class vessels.
And none of these would add a die roll or slow game play (though some
players
may take a while deciding what their loads are going to be on various
ships).
Whaddyathinkaboutthemapples?
Rob