[OFFICIAL] Missile Ideas
From: Joachim Heck - SunSoft <jheck@E...>
Date: Wed, 2 Apr 1997 11:24:35 -0500
Subject: [OFFICIAL] Missile Ideas
Ground Zero Games writes:
@:) FTIII Missile Ideas:
@:)
@:) We DROP the existing multi-turn duration missiles from the game,
@:) replacing them with one or both of the following ideas:
Ooh... bad.
@:) SALVO MISSILE BATTERIES
Sounds good. I think someone has already recommended having these
work like a sunmunition for simplicity - that is, the number of
missiles that hit is 1d6 (or the number left, whichever is smaller).
*DAF should kill one missile on a 6.
@:) JUMP TORPEDOES: [...] When it pops out (on same turn as launched),
@:) missile goes off immediately with a big (ish?) area effect -
@:) perhaps damage to all ships within 6", lessening with actual
@:) distance?
This sounds... interesting. I would say have the blast be
directional, so that they have to pop out in front of the target -
then have the random displacement be equal to or greater than the
smallest range bracket so that the firer has to choose between
guaranteed damage or possible high damage with a possible total miss.
@:) THESE ARE ONLY IDEAS (sorry to shout...), and may go no further,
@:) but who would miss the "old" FT missiles if we replaced them with
@:) something like these? Let me know!
I think missiles as they currently exist are (mostly) fine. Keep
them in. Tweak them if necessary. Add new missiles if appropriate.
-joachim