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MT Missile implementation

From: "Thomas.Barclay" <Thomas.Barclay@c...>
Date: Tue, 9 May 2000 17:06:14 -0400
Subject: MT Missile implementation

I think I liked two suggestions:

1) Missile has set amount of fuel (thrust) and can expend it at a
maximum
rate (say 12 thrust). Missile moves as any other non-fighter space
object.
In vector, it wouldn't miss unless the missile AI (read: human player)
was
really buggy. When launched, inherits vector of ship. (So don't try to
shoot
missiles at a pursuer...). Make it score contact hits (hit the base of
the
figure if that is more reasonable) or give it a terminal guidance range
of
3" like SMLs in vector (suggested version). 

2) Missile has set range and duration, moves like a fighter, and has a
6"
secondary movement. It attacks only by coming into base-base contact.
This
is real simple to administrate. For the KISS crowd, this is a good
option.
Maybe a speed of 24" for the primary move, 6" for the secondary, and two
turns of endurance? 

Select your targets is a good capability. I've never liked BJs. 

Another possible balancer is to say a ship requires a Firecon to guide
any
number of missiles, but that Firecon is devoted to missile guidance. 

In either case, these should be a tad harder to kill with PDS. Or maybe
we
allow PenAid (ECM drones?) missiles to degrade PDS to accompany them or
replace some of the MT missiles in a group fired at the same target?

Thomas Barclay
Software Specialist 
Defence Systems
xwave solutions
www.xwavesolutions.com
v: (613) 831 2018 x 3008

Alea iacta et pessimo resulto factura est.
 
Ave, Caesar! Te morituiri salutimas!   

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