Prev: RE: Combat Effectivness Next: Re: Combat Effectivness

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...

Prev: RE: Combat Effectivness Next: Re: Combat Effectivness