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GMS was Re: DS3 design (long)

From: J L Hilal <jlhilal@y...>
Date: Wed, 22 Sep 2004 09:39:46 -0700 (PDT)
Subject: GMS was Re: DS3 design (long)

--- John K Lerchey <lerchey@andrew.cmu.edu> wrote:
> On Tue, 21 Sep 2004, J L Hilal wrote:
> > 3)	I like the idea of ammo for missile systems.  We use the
> > following:
> > i) GMS takes up capacity like other weapons, i.e. 2x class fixed,
> > 3x class turreted.
> > ii) a GMS comes with a "basic load" equal to half its quality, i.e.
> > a d8 GMS has 4 missiles, d10 GMS has 5 missiles.
> > iii) an additional "basic load" can be purchased for capacity =
> > size +1, e.g. a GMS/1(L) can get another basic load for 2 cap., and

> > a GMS/2(H) for 3 cap.
> >
> 
> I don't in most cases.  I can see a desire for one or two shot items
> like	a TOW on a Hummer, but in a sci-fi setting, I have problems
with 
> a missile  armed MBT (or support tank or whatever, like the missile 
> tanks in OGRE or the various missile armed tanks from GZG) not having

> sufficient loads to fight through the battle.

A) although the TOW launchers on the Humvee and the Bradley have one or
two ready rounds, they both have a much larger number stowed in the
vehicle for reloading.

B) how many of your missile tanks fire more than 8 volleys in a game?

<snip>

> 
> I would not mind an option for a lower cost launcher that has limited
> missiles *for those who think that it fits their genre and design 
> options*, but I don't want to to lose the current model of the GSM
> being, in effect, a direct fire weapon with a different resolution 
> system (targeting system vs ECM instead of vs signature).
> 

I see it just the opposite:  a system with unlimted missiles should
take up more capacity than the present numbers <shrug>

J

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