Re: APBAUER@aol.com: turn 0 results turn 1 due friday at mid night
From: APBAUER@a...
Date: Wed, 23 May 2001 12:12:44 EDT
Subject: Re: APBAUER@aol.com: turn 0 results turn 1 due friday at mid night
I will post tour results to the starguard group
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Subject: RE: Re: [FT] Can Extra Damage Control Parties be hit on
Threshholds?
From: "laserlight@quixnet.net" <laserlight@quixnet.net>
Date: Wed, 23 May 2001 12:20:08 -0400
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>From: David Griffin carbon_dragon@yahoo.com
>would make a crew unit cost 20 mass = 20 points
right? Of course it does also increase things like
shields and drives, so it will actually cost a bit
more.
Oerjan has suggested that extra DCP cost 3NPV, and are spread out
through the hull boxes as usual. Note that as you keep buying more
crew, more will be pushed into the first hull row, which won't help you
with threshold checks.
Oerjan didn't mention mass for extra crew; I don't think I would add
it, just say that the crew quality is higher.
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Subject: RE: Re: Rescuing livestock
From: "laserlight@quixnet.net" <laserlight@quixnet.net>
Date: Wed, 23 May 2001 12:35:20 -0400
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From: <devans@uneb.edu>
> I have some doubts that regular livestock would
> be worth anyone risking their necks.
Well...how about herding civilians? As the KV advance, you're trying to
get the herd, er, mob to the evacuation transports, and/or escorting the
trucks on their way out of the danger.
Not that KV think of Hu'Man as livestock--KV must be vegetarians. After
all, they're not Predators.
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Subject: RE: Re: (FT) Crew Quality
From: "laserlight@quixnet.net" <laserlight@quixnet.net>
Date: Wed, 23 May 2001 12:44:28 -0400
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From: agoodall@canada.com
>I've thought about [crew quality mods]. The problem is that the weapon
systems are pretty different. You'd have to come up with modifiers for
the different systems based on quality, and that would get fairly
convoluted. For instance subtracting 1 or adding 1 to the die roll for
pulse torpedoes is far different from doing the same thing with beams.
Not so. A simple way of doing it would be: Excellent increases weapon
RANGE by 2" per 6", good increases by 1" per 6", etc.
Example: "excellent" firing B2 would do 2d6 at 16mu, and 1d6 out to
32mu.
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From - Mon Jun 11 07:11:26 2001
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Subject: [SG]? RE: Re: Rescuing livestock
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***
From: <devans@uneb.edu>
> I have some doubts that regular livestock would
> be worth anyone risking their necks.
Well...how about herding civilians? As the KV advance, you're trying to
get the herd, er, mob to the evacuation transports, and/or escorting the
trucks on their way out of the danger.
***
Well, the usual estimation on the list seems to be that the colonists
would
tend to be pretty competent, militarily. Natch, the US westward movement
might belie that; plenty of easily terrorized dirt farmers compared to
the
much smaller number of gunfighters and mountain men.
Still, I like it. Be nice if some of the human 'cattle' turned into a
'cats', that is, random herd/mob members, checked, say, as they got
close
to a downed soldier(loose weapon) or a live KV(immediate threat),
suddenly
become combatants.
Could you do this in the squad-grained SGII structure? (Lot of groppo
thoughts for a vac-head, eh?)
***
Not that KV think of Hu'Man as livestock--KV must be vegetarians. After
all, they're not Predators.
***
Heh heh heh...
The_Beast
-Douglas J. Evans, curmudgeon
One World, one Web, one Program - Microsoft promotional ad
Ein Volk, ein Reich, ein Fuhrer - Adolf Hitler
From - Mon Jun 11 07:11:27 2001
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From: "Bif Smith" <bif@bifsmith.fsnet.co.uk>
To: <gzg-l@csua.berkeley.edu>
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Subject: Re: Re: (FT) Crew Quality
Date: Wed, 23 May 2001 18:19:53 +0100
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----- Original Message -----
From: <laserlight@quixnet.net>
To: <gzg-l@csua.berkeley.edu>
Sent: Wednesday, May 23, 2001 5:44 PM
Subject: RE: Re: (FT) Crew Quality
> From: agoodall@canada.com
>
> >I've thought about [crew quality mods]. The problem is that the
weapon
systems are pretty different. You'd have to come up with modifiers for
the
different systems based on quality, and that would get fairly
convoluted.
For instance subtracting 1 or adding 1 to the die roll for pulse
torpedoes
is far different from doing the same thing with beams.
>
> Not so. A simple way of doing it would be: Excellent increases weapon
RANGE by 2" per 6", good increases by 1" per 6", etc.
> Example: "excellent" firing B2 would do 2d6 at 16mu, and 1d6 out to
32mu.
>
>
How about using the system in B5 fleetbook, and allow better crews a
reroll
if a die comes out badly (offensive or defensive). Simple and would make
a
big difference if used at the right time.
BIF
"Yorkshire born, yorkshire bred,
strong in arms, thick in head"