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RE: [FT] JC conversions

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Fri, 8 Feb 2002 13:22:49 +1100
Subject: RE: [FT] JC conversions

On Thursday, February 07, 2002 10:29 PM, Bif Smith wrote:
> > Summary:
> > Spinal Mount = K-guns
> > MD Turrets = Pulsars or beams
> > Missiles = SML/SMR
> > PDS = PDS
> > Mecha = Fighters
> > MD = 10% per MD Thrust
> > Screens = unavailable

> I was thinking of a dispersing cloud of fleshettes that attenuate as
the
> range drops, thereby bypassing the lightspeed lag and problems of
hitting
a
> target at long range that will be maneuvering/dodging. This would be
used
by
> instead of just having one range locked in at the start of combat, the
> dammage increases as the range drops. I was using pulsars (although
beam
> bats would work just as well) to represent how leathal a volly of high
speed
> projectiles would be at close range (also thinking these weapons would
have
> doubble the mass/cost of a pulsar).
> 
> Also, how about instead of doubble mass per thrust, we keep it at 5%
per
> thrust and have fuel as well. For every 5% of mass used, you get 10
thrust
> points of fuel. Each thrust point would be used per point of thrust
used
or
> thruster push used. We could also have a afterburn setting on the
engine,
> which would allow you to increase it`s thrust by 50%, but at doubble
the
> fuel cost per thrust point over the original setting and having to
roll a
> threshold check due to over stressing the engine. The fuel tanks
themselves
> would have to be included on the SDD, and I`d use a losing type symbol
(like
> the capsule shape medicine comes in) with H2 wrote on it. These tanks
would
> be armoured, and designed to vent to space in the event of dammage.
Every
5%
> of fuel would give you 1 fuel tank.

This has already been done by a lister (or ex-lister) under "real
thrust?".
I can't find the link, but it may have been done at one of the ECCs.

Brendan


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