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RE: Large mass adjustments, was Re: [FT] F***ters

From: "Brian Bell" <bbell1@i...>
Date: Wed, 12 Feb 2003 08:00:13 -0500
Subject: RE: Large mass adjustments, was Re: [FT] F***ters

How about dividing the number of systems into the number of hull boxes.
Mark the hull boxes in a similar way to the way DCPs are marked. Then,
as damage reaches the marked box, roll to see if a single system is
damaged. If one is, roll randomly to determine which system is damaged.

-Bri

----- Original Message -----
From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Sent: Tuesday, February 11, 2003 11:03 AM
Subject: Re: (fwd) Re: [FT] F***ters [was: Operational game]

*snip*

What I would much prefer would be some form of system where any given
hit
you put on a ship has a certain chance to take down a system as
"collateral"
damage, and find a way to make the probability about the same across any
size of ship.  The trick would be to find the exact probability of a
system
loss that would allow a larger ship with more systems to lose those
systems
at the same proportion as a smaller ship with fewer systems, without
unduly
complicating either the ship design process or the damage assessment
phases
of the game.

If that could be done, though, that would be a far superior solution to
any
sort of exponential coefficient on hull mass values.

E
(aka Stilt Man)

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