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# Re: [FT] Weapons Cost for firing every other turn

Date: Tue, 17 May 2005 16:58:34 -0400 (EDT)
Subject: Re: [FT] Weapons Cost for firing every other turn
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>
> >  Hmm unless it was possible to lose one but not the other to a
threshold,
> I
>   would think that you would want to treat the turretted weapons as
one
> single  weapon.  If they always fire at the same target, and die
together,
> then they're one weapon with the effects of two.
> >  Now if the idea is that you check each threshold for each weapon,
and any
>  failure knocks the whole lot out, that's a different kettle of fish.
In
> that case, I'd say that having the second (and each additional) weapon
> being 1/2 cost would be about right.
>
> There are (at least) three ways to do it:
> a. roll once, a failure kills everything

For this, I'd lean towards 2/3'rds cost for the second (and
weapons.  Still, given that you've got multiple weapons that can only
fire
together and always die together, it'd probably be easier just to
combine
them together as one weapon.

> b. roll for each weapon, any failure kills everything

1/2 cost for the second and suceeding weapons.

> c. roll for each weapon, when one fails, the remainder check at one
level
> worse -- eg you're taking your level one check, you roll a 1 for the
first
> weapon, now you lose any further weapons on a 1 or 2
>
Hmm, tougher.  Would you have to "recheck" one of the weapons if it
already passed and one of the others fails?  I'd think something like
3/4's
cost for all weapons in such a system would be about right, but I
could be
off on that.	You have some loss of flexibility in not being able to
choose
seperate targets, and each weapon makes the other more vulnerable too.
On
the other hand, you can still have one weapon fail and the others
working.

grant

> What I had in mind was (a) but (c) might be interesting too
>
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