Re: FT: Carriers & Fighter Capacity
From: "Brian Bilderback" <bbilderback@h...>
Date: Wed, 01 May 2002 09:16:26 -0700
Subject: Re: FT: Carriers & Fighter Capacity
>From: Donald Hosford <Hosford.Donald@acd.net>
>Well, I have had the thought of simulating Launch Tubes, Catapults ect.
by
>adding some extra accelleration to the fighter group's first turn
>accelleration. Problem here, is FT fighters don't move like that....So
how
>about by adding some extra move for the first turn, or add an extra
combat
>endurance?
I didn't plan on making the Ops deck give any additional abilities, just
the
decrease in mass for the fighters. Which brings me to another question:
Assuming that I want powerful fighters, and powerful dedicated carriers,
but
not rely solely on fighters (the soap bubble strategy, is that what it's
called?), what is a good number of fighter squadrons for a CUSTOM
carrier to
carry?
This is assuming in the standard bays, the fighters are using some
>of their own fuel/supplies to launch. The Tubes would be a separate
system
>on
>the ship sheet, and could be damaged like any other system.
Agreed.
>My other favorite type of carrier is to park the fighters on the
outside of
>the
>ship. This way, the carrier can launch or land it's entire complement
each
>turn. The bad side, is the fighters would be exposed to any attacks
that
>damaged the carrier (after shields, before armor?)
Actually that method sounds more like a good PSB that's easily simulated
by
the standard rules for fighters, and I don't see a need to add the
exposed
fighter rule.
3B^2
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