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Re: Descriptive design system idea

From: James Butler <JAMESBUTLER@w...>
Date: Mon, 10 Mar 1997 13:21:15 -0500
Subject: Re: Descriptive design system idea

At 12:24 AM 3/10/97 +0000, you wrote:
>Since James Butler nagged me about it...
>
	Nagged? Nagged? Perhaps "cajoled" would be fairer? Oh well. :)

>I've tried to make the numbers relatively consistent with those
>from the FT rules. Systems have a base cost of four times their
>current mass. Screens are a bit funny in that I've made them cost
>twice, once to shaft small ships and again to shaft the large ones. 
>It all needs a lot of work, damage boxes, for example, ought to
>cost more on the first track than one the second (I've ducked the
>issue of how damage tracks should be formed). &c. ad nauseum.
>

	Is there any reason you haven't included costs for More Thrust
systems (like you simply haven't gotten around to them yet)? Or to
better
phrase what I mean, do you see any system that couldn't be costed by 4
times
its mass?

>Enough waffle, here it is.
>-------------------------------------
>
>All comments welcome and actively solicited.

	This is something I think it'll take me a while to think about.
I
think it might be most useful to test this system at its extremes--that
is
to say, to design a ship with tons and tons of weapons and systems but
very
few damage points and to design another ship with a few solid basic
systems
but a lot of damage points and compare their costs and tactical
capabilities. But all in all, this looks like it will work.
 
>David Brewer <db-ft@westmore.demon.co.uk>
>

	James
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	Battlecruiser INTREPID, CORMORANT-class
	Captain James L. Butler III, Commanding
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