Re:Threshold Levels
From: Brian Bell <103311.1205@C...>
Date: Wed, 20 Nov 1996 23:51:08 -0500
Subject: Re:Threshold Levels
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Which reminds me of one popular local complaint about FT. There really
no such thing as a critical hit. You've got to pound the shit out of a
big ship forever, to neutralize or destroy it. Not as satisfying as
seeing a WWI German cruiser blow sky high on a magazine hit in a game
of Panzerschiffe the other day. And remember the Hood?
I've always thought it excellent that FT has such a GREAT critical hit
system. You can never tell which systems are going to die when you
go over a threshold. (In short you make critical hit checks all at
once.)
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If you want more critical hits (why???) you could always mark off damage
down
the column instead of across the row. This would give MUCH more critical
chances.
I do agree, however, that capitals have an undue advantage for delaying
criticals. A good rule of thumb would have been:
Escorts 2-18 tons: 2 rows
Cruisers 19-36 tons: 3 rows
Capitals 37-50 tons: 4 rows
51-75 tons: 5 rows
76-100 tons: 6 rows
Superships: 1 row for each 25 or fraction thereof.
-or-
All ships have 1 threshold row plus 1 threshold row per 50 tons (round
up).
While I'm here criticizing the game I love...
It was a shame that Jon didn't spread the classes more evenly. Such as:
Corvette/Gunboat: 1-10 tons Escort
Frigate: 11-20 tons Escort
Destroyer: 21-30 tons Escort
Lt Cruiser: 31-40 tons Cruiser
Escort Cruiser: 41-50 tons Cruiser
Hvy Cruiser: 51-60 tons Cruiser
Battlecruiser: 61-70 tons Capital
Battleship: 71-80 tons Capital
Battledreadnought: 81-90 tons Capital
Superdreadnought: 91-100 tons Capital
This would have given Escorts and Cruisers more meaning. A 30 ton ship
with an
thrust of 8 is something could be something to contend with! Likewise a
60 ton
ship with a thrust of 6 heading toward your flank is a threat!