fighters (shorter than the last rant)
From: "Thomas Barclay" <kaladorn@m...>
Date: Mon, 13 May 2002 02:16:37 -0400
Subject: fighters (shorter than the last rant)
1) Rolling all PDS kills then applying would
require an algorithm for distributing kills,
especially if using morale rules. I suspect the
net result might be balanced, but I don't know.
Removing evenly might be fine, but it could
mean no fighter groups attack (all having low
numbers left) or all fighter groups attack
(having five or so left) with some good rolls
whereas in the uneven distribution, some would
be wiped out and others full strength so you
might get a more median result. Dunno, maybe
not. Worth a go.
2) Laserlight, sounds like people are _already_
playing 14000 different games, so why not
harness that?
3) Beth (I think it was you): I disagree with
<lister unknown>'s claim about interceptors
being heavy (isn't really that necessary) but
they should be fast. You're thinking closed table
otherwise. Assume I have a carrier somewhere
and another ship somewhere else. The enemy
decides to go after the other ship. If my
interceptors aren't faster, they might not be
able to intercept (their whole purpose) the
enemy swarm. Interceptors are generally (in
our modern world) quite quick as they aren't
always just undertaking carrier protection
missions (in which case they'd be called gaurds
or something rather than interceptors...) but
are actually streaking out to intercept enemy
fighter strikes on _other_ targets. Speed is of
an essence there. No use arriving after the
enemy unloads. Of course, this will be far more
apparent in the operational level game where
one is manouvering in a system sized
environment....
T.
PS - Chris, "mostly dead" - that's the
description of our P.M. from the neck up.
---------------------------------------------
Thomas Barclay
Co-Creator of http://www.stargrunt.ca
Stargrunt II and Dirtside II game site
No Battle Plan Survives Contact With Dice.
-- Mark 'Indy' Kochte