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Re: [FT] SUS - Tractor Beams

From: Noam Izenberg <noam.izenberg@j...>
Date: Fri, 23 Aug 2002 08:29:57 -0400
Subject: Re: [FT] SUS - Tractor Beams



From: Charles Taylor <nerik@monkslode.fsnet.co.uk>
In message <B09B73A9-B4FC-11D6-88E7-000393071770@jhuapl.edu>
	    Noam Izenberg <noam.izenberg@jhuapl.edu> wrote:

>> Re: Charles' rules:

>>> If it is applied through the FP or FS arcs, then half of the pull is
>>> added to the ship's current speed, and the ship makes a 2-point turn
>>> towards the tractoring vessel (in addition to any MD and manoeuvres
in
>>> the written orders).

>> Forcing the target to turn should be an additional "attack" of the
>> tractor beam, not a given, especially in Cinematic. Or apply the
>> "tractor points" rolled on attack to forcing the ship to turn (scaled

>> by
>> mass. 1 point : 1 clock facing if the target is < 50% mass of
>> tractoring
>> ship  2:1 if   50%<ratio<200%, 3:1 or 4:1 if  ratio < 200%.

> The reason for tractor beams forcing a turn if applied though a side
arc
> _in_cinematic_movement_ is an attempt to have a tractor beam that
> affects the velocity of the ship, rather than a (less realistic IMHO)
> one-off pull/push effect.

I understand, but this makes tractors much more powerful in cinematic.
Changing a ships heading by 60 degrees is huge (potentially catastrophic

if there's a planet nearby), as opposed to changing their vector by a
few MU (assuming they're moving at more than a crawl to begin with. I
still think pull/push and rotation should be different functions.

>>   A ship with a tractor can tow inert masses (dead or willing ships,
>> asteroids, etc) Add the total mass (M) of the tractoring ship plus
>> target mass. Dtermine the total mass (T) of Main Drive + Tractor
Beam.
>> Divide T/M by .05 and round fractions down (i.e. - without math -
>> determine how much thrust a Main drive of mass T can give a ship of
>> Mass
>> M)

> Hmm.. how would this be applied in the game?, enable the tractoring
ship
> to write orders for its target? (IIRC, one of the suggestions in the
> UFTWWWP uses this mechanic).

The tractoring ship writes identical orders for the tower and tow-ee,
adn the two move together.

>> Tractor Shears:
>> I think an opposed tractor beam should work as a tractor shear. It
>> rolls
>> defensively just as the attacking tractor rolls offensively. If you
>> want
>> defense to be easier than offense, make the defensive roll 2 dice per
>> point of Tractor strength.

> Tractor shears are inspired by those in the Lensman books - but weaker
> (the Lensman version seemed to impart immunity to tractor beams).

The Lensman system sounds reasonable as a seperate system to nullify
tractors. If you just want to have a tractor war, then opposed tractors
is simpler. Again, if you want defense to be easier, then give the
defending tractor more dice per point (that way a "defensive" tractor
could oppose a "multipurpose" tractor of twice the points).

>> Alternate use of Tractor as weapon: Tractor Repulsor Beam:

> As used by:
> SFB Andromedeans

That's exactly where it came from, name and all. You could also call it
a Graviton Shear Attack Mode for the Tractor, or Shipquake, or...

BTW, this would have to be useful in anti-fighter and anti-missile modes

as well. Probably as a re-usable scattergun.

Zoner Beam Ring    (Noam R. Izenberg - watch where you point that thing)

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