Re: FT: % or Fixed Mass Screens etc?
From: Just another celibate nymphomaniac in denial <KOCHTE@s...>
Date: Sat, 15 Nov 1997 06:37:45 -0500 (EST)
Subject: Re: FT: % or Fixed Mass Screens etc?
>I was playing around with a spreadsheet for Full Thrust III (I know it
>is not out until spring but I wanted to see how it would work) when
>several points occurred to me:
>
>1. There are fixed mass items such as weapons and others whose mass
is %
>based such as drives. Are screens fixed or % based? If they are fixed
>they let off big ships too lightly and if they are % based they might
be
>practical in small ships, and I would hate to see small ships with
>screens.
They're both at this point, but I dont feel I'm at liberty to expand
the details. I'll let Jon do this.
>2. I would like to see armour replacing screens. The same comments
apply
>as for screens. 10% per armour level (if 1 to 3) or even 15% does not
>seem too much to pay. See table II below.
Armour is being looked at in a different light at the moment.
>5. Now a really odd suggestion, why not invert the battery ratings,
so a
>C becomes an A and an A becomes a C. This allows easier upward
>expansion, so the AA Megabattery becomes a D (or maybe an E) and so on.
Actually, a point that hasn't been addressed yet would be an 'early
years'
battery. Something like what I came up with for my 'early years' B5
rules
(the D-battery - basically a C-batt of range 6")
>7. Streamlining should cost Mass, eg. semi-streamlining uses 10% of
a
>ships mass and full 25%. Why? It seems reasonable and it would be
useful
>in campaign games.("Streamlining is for shuttles").
...if I understand you correctly, this does not seem reasonable to me.
Could you please elaborate on this?
>Table I. Beam Batteries
> Mass Damage at range:
> FT2 FT3 12" 24" 36" 48" 60"
>C 1 1 1d - - - -
>B 2 2+1 2d 1d - - -
>A 3 4+2 3d 2d 1d - -
FYI, the masses have since been tweaked a bit here.
>D 4d 3d 2d 1d -
>E 5d 4d 3d 2d 1d
>F 6d 5d 4d 3d 2d
>G 7d 6d 5d 4d 3d
>H 8d 7d 6d 5d 4d
>
>I assume that 60" is the maximum possible range due to limitations of
>fire-control technology.
I would think that if you can create a big enough gun (such as your
proposed H-batt), you can make a better, longer-ranged fire control
system. Higher tech and all that. Unfortunately there is no tech-tree
or tech level system in FT. The only way you have right now to balance
things out is by Mass or Point Cost.
> I think I would prefer lower damage at all ranges but some other
>effect, such as improved penetration for the big guns.
There is a mechanism being intro'd in FT3 to cover improved penetration.
Mk
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all those who wander are not lost.
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