RE: Kinetic Shields
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Tue, 30 Jan 2001 14:34:13 +1100
Subject: RE: Kinetic Shields
The question is; how to apply game effects. This is the only balanced
way I
can see at the moment.
Kinetic shields
Cost: as per energy screens
Symbol: screens inside a hexagon.
Pulsetorps: reduce each hit's damage by shield rating.
Submunitions: normal shield reduction applies as per beams
K-guns: reduce each hit's damage by shield rating (after
doubling)
MKP: reduce each hit's damage by shield rating.
Scatterguns: no effect
No other effect against energy weapons that affect energy screens.
Only one type of screen can be active at one time & must be physically
written in the orders which is active.
****
Not overly effective, but retrofitting into existing ships becomes easy.
They shouldn't be allowed in one-off games against KV, as it gives human
ships a slight advantage. Should be alright for campaign or tournament
play, where energy fleets can return the favor.
Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
[Firestorm] Battletech PBeM GM
> -----Original Message-----
> From: Sean Bayan Schoonmaker [SMTP:s_schoon@pacbell.net]
> Sent: Tuesday, January 30, 2001 1:25 PM
>
> I don't care for the idea of "improved shields" against everything as
> you described, but I do like the idea of a "kinetic" style shield
> that protects against the stuff that "beam-style" shields don't.
> Maybe not everything, but definitely K-guns, submunitions, etc.
>
> That way "old" shields are not rendered instantly obsolete by the new
> system, which I think would be a little over the top.
>