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Re: [OFFICIAL] Missile Ideas

From: Mikko Kurki-Suonio <maxxon@s...>
Date: Tue, 1 Apr 1997 11:39:03 -0500
Subject: Re: [OFFICIAL] Missile Ideas

On Tue, 1 Apr 1997, Ground Zero Games wrote:

> We DROP the existing multi-turn duration missiles from the game,
> them with one or both of the following ideas:

> SALVO MISSILE BATTERIES: like oversized submunition packs, with a

Simpler. I like it. But it has too many rolls... I really like one-roll
beam resolution. 

How about simply handling the missiles as long-range submunition packs?
I.e. the missile flies where it flies, and shoots a single subpack from
there. I think you could even make it immune to PD to speed play.

I think the current point cost/mass works: A missile is equal to two 
subpacks, so you basically have a choice of doing safe long-range 
attacks, or doubling your firepower but risking your hide in the

Average damage from a close-range hit would drop to 2 points, but it 
would be far easier to hit with small salvoes.

Needles would roll normally, but count only 6's as needle hits.
EMPs would cause 5,6/6/nothing at 6"/12"/18". (That might be too

Maybe "must target closest ship" to avoid EMPing/needling special
to death from long away.

> JUMP TORPEDOES: BIG, expensive missiles that either have their own

Very nice idea. Just keep the cost high enough. High cost is justified, 
because it can do something no other weapon system can.

-- (Mikko Kurki-Suonio) 	  | A pig who doesn't
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