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Re: Sensor Rules

From: Allan Goodall <agoodall@s...>
Date: Mon, 31 Mar 1997 09:07:34 -0500
Subject: Re: Sensor Rules

At 08:51 PM 3/30/97 -0500, you wrote:
>	After reading Allan's scenario summary I have to say I agree
with him the
>sensor rules are really thin. So I have come up with some new sensor
rules
>for your approval.
>
>Sensor Type	To Hit Bonus
>Basic			+0
>Enhanced		+1
>Superior		+2

I like the idea of sensors enhancing combat. I'm not sure I'd want a
whole
bunch of modifiers, though. Your system seems pretty straightforward,
though. I just don't want FT to get into the "modifier trap" because
multiple modifiers slow down the game. 

Mind you, I'm currently at a loss as to what else can be done. Your
system
seems simple enough. I'd like to give it a go before I commented
further.

>Add the bonus to the damage dice. for superior sensors 2 damage points
>would be scored on a 4 or greater, and 1 DP on a 2 or 3.
>
>ECM Type	To Hit peanalty
>ECM			-3/-2
>Area ECM		-2/-1
>
>The first number is if the ship uses no drive or weapons that turn, the
>second number is for normal engine use and firing.
>For area ECM, 1 damage point would be scored on a 5 or 6 for all the
ships
>in the effected area.

This is what I meant about the "modifiers trap." We now have modifiers
for
the firer to hit, and modifiers for the target to get hit. And the
target's
modifier is based on speed. Again, this system seems pretty
straightforward,
but I think it would still slow things down noticeably. Again, I'd have
to
try it before I was sure. What are the results of your playtesting? Do
they
slow the game, or am I worried over nothing.

I agree that I would prefer that there was SOMETHING else for the
sensors to
do. Currently, the only reason I could think for using up their space is
if
you are running with needle beams or if you require them for a scenario
(like the way sensors are used to identify cargo in the X-Wing/TIE
Fighter
computer games).

>I'm also toying with the idea of having to roll for a weapons lock, but
the
>1st problem I have is how to avoid the ECM yo-yo that SFB players swear
by.

I think that's starting to complicate things a tad. I look at FT as a
fleet
game, and weapons lock seems more like what the weapons officer of a
specific ship worries about, not the commander of a fleet. 

By the way, what is the ECM yo-you in SFB?

Allan Goodall:	agoodall@sympatico.ca 
"You'll want to hear about my new obsession.
 I'm riding high upon a deep depression. 
 I'm only happy when it rains."    - Garbage

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