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RE: FT-Number crunching required (HELP)

From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Mon, 9 Jul 2001 08:51:56 -0400
Subject: RE: FT-Number crunching required (HELP)

Try the following in vector:
Endurance: 6 (original MT missile lasted as long as fighters)
Move: 36mu (same scale-up as fighters) moving as fighters, but limited
to
+/- 2 clockfaces turn.
Range: 4mu (all arc)

-----
Brian Bell
-----

> -----Original Message-----
> From: Alan and Carmel Brain [SMTP:aebrain@austarmetro.com.au]
> Sent: Sunday, July 08, 2001 7:28 AM
> To:	gzg-l@csua.berkeley.edu
> Subject:	Re: FT-Number crunching required (HELP)
> 
[snip]

> Variation I'm currently (solo)playtesting is:
> 
> Speed 18, Endurance 3, Damage 2D6, Homing radius 6"/3", secondary move
> 6"/3". Homes on closest. The variant with a 6" secondary move in
Vector
> had
> a 100% on-target rate at normal (25-40") ranges :-(. This against a
random
> evasive pattern, impossible to predict. OK, I didn't have any Thrust-8
or
> highers,
> those would have evaded sometimes. I think this is Derek's original
> version.
> It
> certainly appears fairly balanced in Cinematic.
> 
> This version also has the great benefit of being the simplest - though
I
> don't like
> the kludge of having different secondary moves for MTMs. Anyone do
this
> for fighters in Vector? Sorry, I play exclusively cinematic myself.. I
> just
> found
> that secondary moves of 12"  (6" for MTMs) in Vector removed all the
> uncertainty
> unless in fighter vs fighter setups.
> 
> My favourite version based on playtesting  so far is the Mk III:
> 
> Speed 18, Secondary Move 6", 6/3" Homing on closest target.
> Type preselected before the game.
> Short Range: EMP or 3D6, 1 Endurance
> Medium range 2D6, 2 Endurance
> Long range 1D6, 3 Endurance
> Mass 2 when from racks, 1 from SML launchers, cost 3 per mass.
> 
> The 100% hit in Vector at normal range is balanced by the 1D6 damage -
not
> a
> great yield for 2 mass!. It may be a tadge weak in Cinematic, but not
> overly
> so.
> 
> 
> 
> 
> 


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