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
+/- 2 clockfaces turn.
Range: 4mu (all arc)
> -----Original Message-----
> From: Alan and Carmel Brain [SMTP:email@example.com]
> Sent: Sunday, July 08, 2001 7:28 AM
> To: firstname.lastname@example.org
> Subject: Re: FT-Number crunching required (HELP)
> 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
> a 100% on-target rate at normal (25-40") ranges :-(. This against a
> evasive pattern, impossible to predict. OK, I didn't have any Thrust-8
> those would have evaded sometimes. I think this is Derek's original
> certainly appears fairly balanced in Cinematic.
> This version also has the great benefit of being the simplest - though
> don't like
> the kludge of having different secondary moves for MTMs. Anyone do
> for fighters in Vector? Sorry, I play exclusively cinematic myself.. I
> that secondary moves of 12" (6" for MTMs) in Vector removed all the
> 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 -
> great yield for 2 mass!. It may be a tadge weak in Cinematic, but not