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RE: Sa'Vaksu poser from Newsgroups

From: "Andrew Apter" <andya@s...>
Date: Fri, 4 Aug 2000 10:05:27 -0400
Subject: RE: Sa'Vaksu poser from Newsgroups

My favorite trick for balancing the Sa'Vasku is:

Take the Sa'Vasku points and add an extra 25% to the other side.
Andy A

-----Original Message-----
From: owner-gzg-l@CSUA.Berkeley.EDU
[mailto:owner-gzg-l@CSUA.Berkeley.EDU]On Behalf Of Sean Bayan
Schoonmaker
Sent: Friday, August 04, 2000 8:26 AM
To: gzg-l@CSUA.Berkeley.EDU
Subject: Sa'Vaksu poser from Newsgroups

Hi All,

I still feel that this gent is inflating his statistics, but he does
have a
point burried in the "overstatements."

In article <398A3706.260C5E3A@home.com>, mary <r2bell@home.com> wrote:

> Sean Bayan Schoonmaker wrote:
> >
> > In article <3989B4D9.649B14AA@site.uottawa.ca>, Richard Bell
> > <rbell@site.uottawa.ca> wrote:
> >
> > > Warmastr wrote:
> > >
> > > The Sa'Vasku are badly broken.  As an exercise, I designed a 240
mass
> > SDN with 90
> > > power generators.  While it cannot do everything at once, this is
enough
> > power for
> > > level-2 screens, main drive of 4, and 11 dice of beams at range
24-36.
> >
> > I believe that your design is faulty...
> >
> > A 240 MASS Sa'Vasku has (Hull and Armor are assumed to be about
average):
> > 60 Hull (BioMass)
> > 15 Armor (Carapace)
> > 24 MASS Drive Node
> > 24 MASS FTL Node
> > You add:
> > 24 MASS Screen Node (for Level 2)
> > 90 MASS Power Generators
> >
> > Hmmm, that leaves you with 3 MASS for weapons, or enough for 1
Spicule
> > Node and a Fire Control for it.
> >
>
> I left off the carapace, that leaves 18 mass for weapons: five stinger
> nodes, four cortex nodes, and four spicules.
>
> > The Kra'Vak need only spread out his forces and overwhelm you,
>
> This might work with cinematic movement, but you still cannot chase it
> and bringing the K-guns to bear in cinematic is harder.  If it chooses
> not to fire or power screens, this ship can generate 18 points of
> thrust.  Are you sure that you can have your big guns pointing to it
at
> the end of movement?
>
> With the vector movement, pointing the K-guns is trivial, but being in
> range becomes an unsolvable problem.
>
> Spreading out your forces only helps if your ships can cover each
other.
> This ship isn't even tailored for fighting Kra'Vak forces (the
> anti-Kra'Vak version ditches the shield nodes for even 10 more power
and
> 14 more hull integrity[power for 5 thrust, 4 spicules, and 48 points
of
> beams])

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