Re: Start For Sa'Vasku "Fix"
From: "Bif Smith" <bif@b...>
Date: Sun, 19 Aug 2001 10:18:04 +0100
Subject: Re: Start For Sa'Vasku "Fix"
----- Original Message -----
From: Brian Bell <bbell1@insight.rr.com>
To: <gzg-l@csua.berkeley.edu>
Sent: Sunday, August 19, 2001 4:58 AM
Subject: RE: Start For Sa'Vasku "Fix"
> In talking with Noam, I proposed the following. One of
> our goals was to keep all current Sa'Vasku designs
> legal.
>
> 1) Ships of 100+ mass must have a shield node.
> Ships of 200+ mass must have 2 shield nodes. Etc.
> 2) Range band be based on 9mu, but give the first 3mu free.
> Range Power per die
> 0-12 1
> 12.x-21 2
> 21.x-30 4
> 30.x-39 8
> 39.x-48 16
> 48.x-57 32
> This puts a better average in the mid range compaired
> with beam-heavy fleets like NAC or ESU. The SV would
> still be disadvantaged, but not as much as a straight
> 9mu range band. Plus easier to figure on the fly than
> Noam's 13mu -1/range band.
> 3) Power Pool Change: Pods draw from Repair, Spicules draw from
Defense.
> 4) Limit % of total mass devoted to power generation:
> Ship Mass % of total to power generation
> <51 30
> 50-150 25
> >151 20
> I would have suggested just a 2 tier of 25% and 20%,
> but there is one ship (corvette) that is at 27%.
>
> ---
> Brian Bell
> bbell1@insight.rr.com
> ICQ: 12848051
> AIM: Rlyehable
> YIM: Rlyehable
> The Full Thrust Ship Registry:
> http://www.ftsr.org
> ---
>
>
> -----Original Message-----
> From: owner-gzg-l@lists.CSUA.Berkeley.EDU
> [mailto:owner-gzg-l@lists.CSUA.Berkeley.EDU]On Behalf Of Noam Izenberg
> Sent: Saturday, August 18, 2001 13:59
> To: gzg-l@scotch.csua.berkeley.edu
> Subject: Start For Sa'Vasku "Fix"
>
>
> I'm generating a few cents of input based on some PBeM experience in
> Brian's Sentient Strife game.
>
> So far:
>
> The Pool shuffling (Pods from R, Spicuels from D) seems to work.
> 9" range bands overcompensate any erstwhile SV advantage in vector.
I'm
> beginning to think they're bad all around, but reserve judgement for
> Cinematic. (One solution I like is 13" - 1" per range band (0-12,
12-23,
> 23-33, 33-42, 42-50)
> Unless there FB3 gets a "Torp Pod" that works like a pulse torp
> (including range bands) Pods are almost exclusively useful as defense
> only.
>
> As for custom designs, I think that requiring Screen nodes and Pod
> Launchers to be grown when a construct reaches a certain size
> (biological rules - One node/lancher per X mass) would help prevent
> abuse. Further, not letting Power generator mass exceed 30% of total
SV
> mass would also help (No FB2 SV Violates this rule, if I recall).
>
> Noam R. Izenberg
>
I think the singer bands modification and the power pool mods (with
maybe
the 30% power generator limit) is all required. These ships/aliens are
suposed to be advanced, after all <G> (or how many ships would it take
for
the humans to destroy a vorlon cruiser).