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Re: FT-Battleship designs

From: "Bif Smith" <bif@b...>
Date: Mon, 30 Apr 2001 07:20:06 +0100
Subject: Re: FT-Battleship designs


----- Original Message -----
From: Beth Fulton <beth.fulton@marine.csiro.au>
To: <gzg-l@csua.berkeley.edu>
Sent: Monday, April 30, 2001 12:39 AM
Subject: Re: FT-Battleship designs

> G'day Bif,
>
> Can you remind me how you take damage on a turret when the ship is
under
> general fire. And I think I like the idea of setting arc at orders
time
for
> the turret better than it always being optimal, but that opinion may
change
> if I get to see this system in actions in a game.
>
> Cheers
>
> Beth
>
>
>
------------------------------------------------------------------------
--
--
>
------------------------------------------------------------------------
--
--
> Elizabeth Fulton
> c/o CSIRO Division of Marine Research
> GPO Box 1538
> HOBART
> TASMANIA 7001
> AUSTRALIA
> Phone (03) 6232 5018 International +61 3 6232 5018
> Fax 03 6232 5053 International +61 3 6232 5053
>
> email: beth.fulton@marine.csiro.au
>
>
I use a die roll (on a 4 turret ship) to determin where incoming fire
hits,
1=No 1 turret, 2=No 2 turret, 3-4=Spaceship body, 5=No 3 turret, 6=No 4
turret. This works for broadside fire on a 4 turret ship, but if the
above 4
turret ship is nose on (or aft on) to incoming fire, and the turrets are
split 2 foreward and 2 aft, the opposit end turrets cannot be hit (hull
of
the ship gets in way). Works for my original ship design, but would need
altering for different designs. Also, heres the original post, due to
the
fact I think I sent it in HTML, not plain text (oopps).

Thinking about my original post, and some of the replies I`ve had, I`ve
come
to a concusion (of sorts).
Turrets
Must have a separate hull from the mothership (and armour). Protected by
ships sheild. Mass of hull cannot be greater than the DP of the ships
hull.
Minimum of 10% of turrets mass must be turret hull (just like ships).
Must
mount a power system for rotating turret, at a mass of 1% of the turret
for
each arc covered minus 1 (gets 1 arc free). Can carry any weapon as for
the
weapons mass for single arc for that weapon, but can only fire thrugh
the
arcs covered by the turret, and the turret can only fire at 1 target per
turn (cannot split fire of a single turret between different targets,
even
if they are within the same arc as the turret is firing). Turret can
point
in any direction in a turn, but in only 1 direction per turn, doesn`t
need
to be specified until firing. Cost is as a normal ship`s systems
(ie-hull,
drive/rotating equipment, armour=x2 mass). Doesn`t have to pay for base
hull
cost (payed for when building the entire ship in the first place).

I think the above is ballanced by the extra flexibility in limited arc
weapons, balanced by the vulnerablities of the turrets to incoming fire.
It
would take more dammage to be inflicted to force a threshold check on
weapons mounted in the hull Vs dammage required to dammage/destroy a
turret,
with all the weapons mounted within. The biggest advantage i can see is
in
the reduced cost for the extra arcs, but turrets arc very week to
incoming
fire. For example-

Turret with 3x Cl3 beams
Turret mass=25
Turret cost=62
Hull (turret DP)=8
Armour=4
Cl 3 beam (1 arc) x3=12
Rotaing equipment (5 arcs/4% turret mass)=1

Cl 3 beams (5 arcs) starship mounted
Weapons mass=24
Cost=72

As shown above, the turreted ship is 10 points cheaper, but only
requires 6
DP to be inflicted to force a threshold check against a turret.

Any comments?

BIF

"Yorkshire born, yorkshire bred,
strong in arms, thick in head"

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