Re: Combat Effectivness
From: "Damond Walker" <dwalker@s...>
Date: Tue, 28 Aug 2001 13:14:27 -0400
Subject: Re: Combat Effectivness
> Tough question.
[snip]
Yeah. There was a system for Battletech which would generate a
combat
effectivness value quite nicely.
I want a system that takes into account total ability -- not just
vs. a
certain target and/or a certain arc. I thought to just multiply the
maximum
value of a weapon by a certain value based on the maximum range of the
weapon. Taking beams as an example you have a Beam-1 at 12" with a
rating
of 2 (two points of damage, mult. of 1 for 12"), Beam-4's will have a
rating
of 8. Which would be fine if all we had was beams...