Re: FT-Accelerations?
From: Sean Bayan Schoonmaker <s_schoon@p...>
Date: Tue, 19 Dec 2000 06:37:46 -0800
Subject: Re: FT-Accelerations?
Hi Brian,
Thanx for the response. There's a couple new ones in there that I
hadn't considered.
Have a good one,
Schoon
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: FT-Anime designs in FT
Date: Tue, 19 Dec 2000 10:03:12 -0500
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I once did a classed Wave Gun for an Anime Specific series of games.
The Wave Gun as listed in MT with cost/Mass from FB1 was a class-2
Wave Gun.
Classed Wave Gun:
Mass: 6 x 2^(Class - 1)
Cost: 3 x Mass
Charge: 3/Class (1d6 during orders)
Range: Equal to Class number of Range bands (min. 3)
Range Band (RB): 12mu
Width: Class for RB1 and gain 1mu per RB
Damage: Class d6 in last RB + 1d6 for each closer RB
It worked well in the Anime specific series of games we ran.
But is probably skewed for normal play.
Classed Wave Guns
Class Mass Cost Charge RB RB1 RB2 RB3 RB4 RB5
L W D L W D L W D L W D L W D
1 6 18 3 12 12 1 3 24 2 2 36 3 1
2 12 36 6 12 12 2 4 24 3 3 36 4 2
3 24 72 9 12 12 3 5 24 4 4 36 5 3
4 48 144 12 12 12 4 7 24 5 6 36 6 5 48 7 4
5 96 288 15 12 12 5 9 24 6 8 36 7 7 48 8 6 60 10 5
We also used "Mecha" fighters that could choose to land on a ship
INSTEAD of attack it (if it survived PDS). If Mecha were on a ship,
any attack against the ship was as Attack Fighters and they were
treated as Heavy Fighters if they were shot at (while on the ship).
Additionally, while on a target ship any fire directed against them
that rolls a 1, automatically damages the target ship. Also, for any
attack against a ship with Mecha landed on it, the Mecha group took
1d6 beam damage. In space, the Mecha were treated as standard
fighters. Landed Mecha vs Landed Mecha was treated as a
Interceptor vs Interceptor dogfight (very vicious). We costed them as
Attack Fighters.
Additionally, we also had "Chargers" for the Wave Guns. A charger
had a mass of 6 and cost of 3 (identical to Class-1 Wave Gun),
and rolled an ADDITIONAL 1d6 power for a Wave Gun. Power from a
charger was stored seperatly and had a discharge mechanism. So
if a charger was lost to a threshold check or needle attack, it did
NOT damage the ship. This also meant that the wave gun usually
had a smaller charge in it when it was hit by a needle attack or
threshold check.
This game balanced fairlty nicely as ships had to decide if they
wanted to fire the main gun or defend against mecha.
-----
Brian Bell
bkb@beol.net
-----
> -----Original Message-----
> From: bif smith [SMTP:bif@bifsmith.fsnet.co.uk]
> Sent: Monday, December 18, 2000 10:54 AM
> To: full thrust
> Subject: FT-Anime designs in FT
>
> Having just watched the latest episode of nadesco, martian succesor, I
was
> wondering about anime inspiored designs for full thrust. My take on
the
> nadesco would be using the suggestion made on the list a while ago
about
> using the BFG weapons (nova cannon, wave gun) like the phalic, sorry
> phalon,
> plasma cannons. This was along the lines of the published stats in the
> book
> for these weapons were the class 1/1st level weapons, and could be
> multiplied for higher class weapons. This I find a good sugestion for
> representing the OTT weapons/main guns used on vareous anime starships
> (after all, the macross`s main gun could take out a fleet of ships if
they
> flied in front of it). This is a call to the more experianced rules
layers
> out there, because I have some ideas to bounce off you.
>
[snip]
> BIF
> "yorkshire born,yorkshire bred,
> strong in arms, thick in head"
>
>
>
>
>
>
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From: "Peter Mancini" <peter_mancini@msn.com>
To: gzg-l@csua.berkeley.edu
Subject: Re: FT-Accelerations?
Date: Tue, 19 Dec 2000 10:16:10 -0500
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>What thrust would be required to move a 20 k-tonne SD to generate a
miss
>from said K-gun round on those 2 mins? (Although I don`t know if there
is a
>phisical size given for a FT vessel in meters, for the sake of
>arguments, lets say 400 meters long, so needs to move 200 meters?).
Well, if one applies angular momentum and spins the ship 25 radians
around
it's moment, after a short forward acceleration, not much thrust is
needed
at all. The ship simply sidesteps the round.
However given the time to detect the round's launch and track it
incoming -
such a manuever would have to be automated to say the least as well as
quite
specialized and probably not worth it in the end. I think most K-Gun
misses
would be because of problems with detection resolution giving bad fire
solutions along with the fact that very few ships are going to be
heading in
a straight line and just aren't where you thought they were!
--Peter
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From: "Peter Mancini" <peter_mancini@msn.com>
To: gzg-l@csua.berkeley.edu
Subject: RE: UN SDDs
Date: Tue, 19 Dec 2000 10:31:23 -0500
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Thanks, I am checking it out now!
>Have a look at
>http://home.pacific.net.au/~southernskies/ft/hbw.htm
>
>You'll have to wait about 8 hours, as I've just realised I need to
update
>the pages (looks like the server may have reverted to an old backup
copy).
>
>Neath Southern Skies -http://home.pacific.net.au/~southernskies/
>[Pirates] Dame Captain Washalot
>[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
>[Firestorm] Battletech PBeM GM
>
>
> > -----Original Message-----
> > From: Peter Mancini [SMTP:peter_mancini@msn.com]
> > Sent: Monday, December 18, 2000 4:43 PM
> > To: gzg-l@CSUA.Berkeley.EDU
> > Subject: Re: Miniature search (OT)
> >
> > Are there official/semi-official/or downright unofficial SDDs for
the UN
> > ships? They look cool by the way.
> >
> > --Peter
>
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: FT-Accelerations?
Date: Tue, 19 Dec 2000 11:04:03 -0500
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You also need to decide if the K-Gun (or any other weapon) is firing 1
projectile or many over the span of a turn. FT leaves it open as to
whether a Class-1 Beam is one large weapon or a multitude of smaller
weapons whose damage accumulates into 1d6 of beam dice damage
over the course of a turn. The same could be said for K-Guns or
almost any other FT weapon.
When I first started playing FT we used 1/4 of a light second (~
70,000km)
per inch, but did not specify a time length per turn. It made it easier
to
believe that you could miss something with an energy weapon at a range
of several light seconds.
Now I usually think in terms of 1000km/inch and 15 minutes per turn.
-----
Brian Bell
bkb@beol.net
http://www.ftsr.org/
-----
> -----Original Message-----
> From: Sean Bayan Schoonmaker [SMTP:s_schoon@pacbell.net]
> Sent: Tuesday, December 19, 2000 9:29 AM
> To: gzg-l@csua.berkeley.edu
> Subject: Re: FT-Accelerations?
>
> >I was thinking about the accelerations involved in FT, and are asking
> some
> >of the better number crunchers out there if they`ve worked out some
> figures
> >for the following?-
>
> Before anyone answers any of those questions, you've got to decide
> what scale you like. Generally, 1 MU is considered to be anywhere
> between 1000 km and 1500 km, and turns can be 15-20 min.
>
> Generally speaking, you can use v=x/t, where v is velocity, x is
> distance, and t is time, and a=v/t for acceleration for some of your
> simpler questions. The others need to wait on your preferred scales.
>
> Schoon
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Subject: Re: [OT] Cerebus Re: No campaign system acceptable for SG2?
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In a message dated 12/18/00 11:28:02 PM Pacific Standard Time,
KH.Ranitzsch@t-online.de writes:
<< Has anybody tried using the old SPI/AH 'Freedom in the Galaxy' as a
campaign
base ?
More-or-less unique in that it provides scenarios for anything from
space
fleet battles to commando raids. >>
I play it years ago and it was great fun. It would definitely generate
all
kinds of scenarios, for FT, DS, SG, and even FMA. But it's a major
project
to play just by itself, let alone integrating miniatures.
Jed
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From: "Peter Mancini" <peter_mancini@msn.com>
To: gzg-l@csua.berkeley.edu
Cc: rodney.c.fernald@siemenscom.com
Subject: Re: New Conversion of Babylon 5 for FT
Date: Tue, 19 Dec 2000 11:48:45 -0500
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Thanks Oerjan for you analysis.
The rules are proposals and have not yet been tested. I am working on
the
SDD's now. I am writing an improved excel worksheet for calculating
ships.
I found one that was useful, but when generating lots of ships proved to
be
inadequate. I should have the Narn done shortly.
On the meson beam - with most ships only having 3-5 crew, this weapon is
seemed to me to be very effective. The costs and such were just pulled
out
of the air and after testing will be reevaluated. Again, since this is
a
young project these things are only proposals.
If we take B5 the series at face value we have several problems with
consistancy and those must be resolved. The first has to do with ship
designation. Cleary JMS is an average joe in comparison to his knowlege
of
naval operations. The Omega "Destroyer" should really be called the
Omega
"Battleship".
Another is tactics - in 50% of the battles involving Omegas, there were
at
least 1 if not more ramming attempts. 1 fellow in our gaming club has
painted Galley Eyes (see any number of Greek Triream illustrations) on
his
Omegas. I am sure he was just trying to be dramatic. The same goes for
the
Shadow Weapons slicing up ships with one hit. Dramatic, but pretty much
uninteresting from a gamig point of view. It is more akin to
paper-scissors-rock. Now then, I suspect I'll get over-ruled and much
more
devestating weapons will be proposed, in which case the Shadows will be
relegated to scenarios rather than be useful in a strategic-tactical
game.
The Shadows are either all-powerful or totally neutralized by psi.
On armor blocks, having played naval games from all periods of history,
I do
believe that big ships should be basically untouchable by small ships
until
something has been done to ablate their armor. Also, please don't
forget
that there are NUMEROUS weapons that bypass armor in the rules as
written -
so it is not like small ships could never deal with capital ships.
Small
ships should be there to intercept missiles and fighters and large ships
should be there to deal with other large ships. As far as I am
concerned,
the single fighter defeating the immence death star is a fluke of
Hollywood
(which at least had the decency to require a bit of "Force" to get the
job
done.)
The Minbari are interesting. Their ships seem all-powerful but under
close
inspection of several of the episodes we see why. The first is that
during
the Battle of the Line they had Electronic Frontier Supeiority which
allowed
them to neutralize all fire control solutions used against them.
However,
when they were sucker-punched during the first encounter they suffered
what
was shown as massive damage from a first round of attacks deliverd by
Hyperion and old Nova ships with much less than state of the art
weaponry as
exists in the B5 years. This lead me to believe that the Minbari rely
heavily on electronic means of security over robust physical design.
Using
the concept of symetry I have started to design their weapons and
defenses
on concepts around Screens rather than around armor. The Narn and Earth
Force will be designed around armor and the Centari will use a little of
both. Sort of like the transition for the Assyrians from Chariots to
Cavalry - they kept the Chariots around for 300 years out of
conservatism.
What I like about this project is it gets me together with my friends to
discuss an interesting show and how to model it using a balance of what
we
see on TV vs. what seems most realistic. Another thing I like is
discussions like this that get into depth about gaming mechanics.
Finally
it is encouraging me to work on my Excel skills which have lain dorment
for
much too long.
Thanks,
Peter
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Date: 19 Dec 2000 16:50 GMT
From: KH.Ranitzsch@t-online.de
Subject: Re:[OT]FITG Was: Cerebus Re: No campaign system...
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>Absender: JDoch226@aol.com
> << Has anybody tried using the old SPI/AH 'Freedom in the Galaxy' as
> a campaign base ?
> More-or-less unique in that it provides scenarios for anything from
> space fleet battles to commando raids. >>
> I play it years ago and it was great fun. It would definitely
> generate all kinds of scenarios, for FT, DS, SG, and even FMA. But >
it's a major project to play just by itself, let alone integrating
> miniatures.
Yes, I fear so. Perhaps the planetary or province level games might be
more manageable ?
Greetings
Karl Heinz