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Re: FT-Torpedo fighters

From: Sean Bayan Schoonmaker <s_schoon@p...>
Date: Tue, 18 Sep 2001 13:01:49 -0700
Subject: Re: FT-Torpedo fighters

>  How about for torpedo fighters, giving them a
>selection of missiles to chose from.

I like the idea so far.

>  We have the standard heavy missile,
>with a range of only 6 MU, requiring the fighter to enter the PDS
envelope
>of the target, but with 4 to 6 dammage.

This is the standard Torpedo Fighter mechanic (1-3 = miss, 4-6 = 
number of damage points)

>We could also have a light missile,
>same range as above, but only 1 to 3 points of dammage (1D6 -3,
positive
>number is a hit and the dammage done), but 2 missiles per fighter.

It looks like it would balance fine (1-3 = miss, 4-6 = 1-3 damage 
respectively). Gives them more options for employment. Trades damage 
for flexibility.

>The long range fighter missiles would have a range of 9
>MU, and a dammage same as a light missile (1 to 3). You would roll a
1D6 -3,
>and any missiles that hit would have a chance to be intercepted by PDS
>before hitting.

(1-3 = miss, 4-6 = 1-3 "hits" respectively; "hits" may be countered 
by PDS) At first glance, this might seem like a low chance to hit, 
however:

Take a typical squadron of 6 fighters attacking a CH, which typically 
have about 2 PDS. Each missile does an average of 1 "hit," making 6 
hits for the squadron. The PDS will stop 1.6 hits. This means that an 
average fighter squadron will do 4.4 points on the CH without any 
chance of it damaging the fighters in return. Why would anyone NOT 
take this option!

>If you are going to say about differentiating between
>different loadouts on the torpedo fighters, you can always use the
sistem we
>do, and have 1 model per fighter, with a number on said fighter, and a
>record sheet to tally the number of losses/missiles fired/missile
loadout

I like the idea of different torpedo types. Just need to work out
balance.

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