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RE: [GZG] [FT]ModernNaval? [SEC=UNCLASSIFIED]

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 17 Aug 2006 10:18:27 +1000
Subject: RE: [GZG] [FT]ModernNaval? [SEC=UNCLASSIFIED]

I have seen many attempts over the years, none of them really succeeded
on
their own to get the right feel.

My feeling is that modern naval combat really need a mix of both FT and
DS.
Movement from FT and a mixed DS/FT combat system.

Example:
Destroyer 
Mass 30 (= 30 total DS size)
Size 15 Main Hull (1/2 total size) = motive system costs etc
Size 5 Forward Turret (Superior FCS + 2 x Size 5 HVC)
Size 5 Aft Missile Battery (ZAD + 3 x Sup Heavy missiles)
Size 5 Helideck (Size 3 VTOL)

Build each part as a separate DS vehicle.  In combat, weapons can be
targetted against each section.
One option with the main hull is to divide it into size 5 sections and
when
more than half of them are destroyed, the ship sinks.

This would give the right "feel" and should work from pre-dreadnought
through to modern.  Going to make for *very* expensive vehicles from a
points POV, but that's just a scaling thing.

Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernsk/ 

> -----Original Message-----
> From:  Damond Walker
> Sent: Wednesday, August 16, 2006 10:10 PM
> Subject: [GZG] [FT] Modern Naval?
> 
> Hey All,
> 
> I'm toying around with hacking together a version of FT for 
> use with Modern Naval gaming.  Has anyone done anything along 
> these lines?
> 
> The trouble, as I see it, is to come up with a model for the 
> BILLIONS of various radars and sonars used by naval forces 
> today.  I want to keep things cinematic but I also want to 
> capture detection of opposing forces.
> 
> I've thought about using an opposed roll.  Once detected the 
> vessel stays detected throughout the game.
> 
> OR there is the option of just BAGGING IT.  Assume detection 
> and game on.
> 
> Damo

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