Re: Carrier status
From: Kelvin Henderson <kx.henderson@q...>
Date: Tue, 02 Jun 1998 15:15:19 +1000 (EST)
Subject: Re: Carrier status
>>As I have done some thinking, I expanded this idea - I'm sure I nicked
the
>>ideas of others, as well, but it seems to me that there are 4 useful
>>'control' systems - all the same mass, capabilities and (perhaps)
cost. -
>>
>>1) FireCon - the standard we all know and love
>>
>>2) FlightCon - Any ship with fighters (or landing craft) may launch
>> OR recover 1 group per turn (and I would have restrictions on
>> the carrier's allowed actions that turn - only half-thrust or
>> something like that). With FlightCon you have no carrier move
>> restrictions and 2 simultaneous activities. Each additional
>> FlightCon provides 2 more simultaneous activities (maybe only 1)
>> So really big carriers can do a lot at once (by sacrificing
>> mass for FlightCon)
>> <Brian's rules were a bit different - each Launch control
>> allowed 1 extra launch per turn, and a ship could land half
>> that many (round down) - I don't distinguish which activties
>> can be performed, only how many>
Well, this was something we have been doing with FTII at my local club
for
quite a while now. Instead of having just Fire Cons, we also had Launch
Cons which would allow a ship to launch 2 groups or recover 1 group
every
turn for each Launch Con they had (ships with no Launch Cons could
launch 1
group per turn or recover 1 group every two turns). The basic Fire Cons
on
a ship could be swapped for Launch Cons for free and extras could be
bought
in exactly the same way as Fire Cons. This way it was easy to create a
dedicated carrier that relied on its fighters to fight or ones with only
minimal combat capability (my personal favourite carrier had 3 Launch
Cons,
an ADAF and a PDAF, three screens and 6 fighter groups for about 98
Mass.
Love that ship).
Its quick and simple and pretty realistic. And the best bit is it
works.
-Kelvin....
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"Where is Private Jonson?"
"He's busy cleaning PFC Bowlay
off the APC sir!"
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