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Re: [OFFICIAL] Missile Ideas

From: Mikko Kurki-Suonio <maxxon@s...>
Date: Tue, 1 Apr 1997 13:19:20 -0500
Subject: Re: [OFFICIAL] Missile Ideas

On Tue, 1 Apr 1997, <Mark Andrew Siefert> wrote:

>	I don't know.  Beams must be have a direct line of sight to a 
> target in order to work.  Missiles are a little more flexiable.  Jon's

> rules recognize the fact that missiles are more manuverable than a
> of sub-atomic particles.

I really don't see what that had to do with the number of dice rolls.
>	Immune to *DAFs?

They pretty much already are... and:

>   You mean no matter how hard I try to shoot 
> down an incoming missile I'm still missile bait?  That doesn't make
> current situation better.  It kinda puts us back at square one.

Nope, that's why the damage is much less.

>	How about spend more mass and/or points cost to purchase extra 
> missile ammo?

You can just buy more missiles. Maybe launcher 3pts/1mass and each 
missile 3/1... it would give missile ships more endurance without 
endangering saturation attacks... but it would make submunition packs 
much less worthwhile.
>	Why?  A warhead strength is usually "fixed" no matter how far 
> away a target is.  Beam weapon damage potential is dependent on the 
> range, how much energy to pump into the weapon, and other factors.

Why? Because high damage *is* the problem with missiles. IMHO, they need

to be put on a more equal level with submunition packs (which are 
considered, I quote: "one-shot packs of short range, unguided 'scatter' 
missiles" (FT, p.18)) and that's how subpacks already work. Why add 
mechanics when existing ones work just fine?

And *DAF can't shoot subpacks down either.

>	ARRRRRGGGGGGGGGHHHHHHH....I've always hated these specialty 
> missiles.  EMP missiles I can buy, but neddle missiles?

They already exist. You don't have to use them, though.

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