On The Subject Of Sensors
From: Stuart Murray <smurray@a...>
Date: Sun, 5 Jul 1998 16:15:17 -0400
Subject: On The Subject Of Sensors
Hi all,
I thought I'd be daring and actually (re)introduce a thread which keeps
popping up every now and then but gets ignored. I am interested in
playing
FT in the 'Aliens' universe. One important aspect of this universe is
sensor technology. I've had a go at making some add-on to the sensor
rules
in More thrust to try to model the Aliens universe, however, I don't get
to
play FT much so I thought I'd send them out to see what other players
think. I've tried to make it simple to keep in the spirit of FT and not
slow the game down too much.
'Aliens' Universe Sensors In FT
http://steelhead.aecom.yu.edu/stuart/AliensUniverse/ALIENSFT.html
In general sensors operate just as in More Thrust. Below are some
ad-ons
and slight modification:
There are two types of sensors, PASSIVE and ACTIVE. PASSIVE sensors are
enough to locate an enemy ship, however, they are NOT enough to achieve
a
firing resolution/lock on with directed weapons (beams, railguns etc).
PASSIVE sensors ARE enough to achieve a firing resolution for launching
missiles as the missile's on-board AI is sufficient to achieve firing
lock-on. Firing missiles does NOT reveal the ship to the opposing
player,
the bogey marker remains in play.
To fire directed weapons or to scan another ship a ship MUST engage
ACTIVE
sensors. Note, to defend itself against incoming missiles the ship must
also go to active sensor status thus illuminating itself. However,
these
are local active sensors rather than the main fire con-linked active
sensors. The only diffence betwen these active statuses will become
apparent.
Beam weapons may be used in more than one type of mode, either
offensively,
or defensively. All beam weapons have the capability to be fired at a
much
lower power setting at up to three times their range. When firing
defensively in this mode the beams are slaved to the ships sensor
apparatus, thus they can only fire in one arc and they may only be fired
at
as many targets as the firing ship has fire cons. NOTE firing in this
mode
requires a fire con, it cannot be used for any other firing (including
missile launch) in the same turn. When firing at reduced power the
beams
cannot also be used offensively. When a target is fired upon in this
manner the target suffers no damage, however, if hit the target's sensor
array is 'blinded' and thus the target CANNOT use active sensors,
including
ADAF, however, the target can still fire local PD. In addition, a
'blinded' target cannot achieve enough sensor resolution to either
launch
missiles, OR scan another ship.
Beam weapons are tied into the sensor array to fire defensively, thus
the
quality of the ships sensors will dictate the range of effective fire as
much as the class of beam weapon. Basic sensors have a range of 54",
Enhanced 81" and Superior 108" (note that the maximum range for MT type
scanning is still 54"). Thus a ship with basic sensors and B batt (f)
can
only blind out to 54" rather than 72" (three times range of a B batt),
however, a ship with Enh sensors and a B batt (f) can 'blind' out to
72",
the extra range is lost as the beam cannot fire that far.
So an example of all of this may be:
Ship X mounts twin A batts both in Fore mounts, it has a magazine of six
missiles and Enh sensors. Ship Y has a turret mount C3 railgun and a
single B batt (f) and basic sensors.
On PASSIVE sensors both ships locate each other on the table, they are
currently 67" apart roughly facing each other. At this stage they are
both
bogeys. Ship X gets the initiative, it fires its A's in defensive mode
at
Y and hits, Y is 'blinded'. X also launches a three missile salvo.
Next turn X again gets the initiative, it again fires A's at Y in
defensive
mode, hit again Y is still 'blind', missiles close in. Next turn y gets
the advantage, both ships have closed to 46" range, the missiles which
were
fired at Y are too close for comfort so Y goes active, the ship is
placed
on the table, Y fires defensively on X, hits and 'blinds', Y also fires
PDS
on the missiles, hits two but takes a kicking from the third. Next turn
ships have closed considerably to 35" range, Y gets the advantage....and
so
on
So as you can see it in single ship engagements it is important to get
the
initiative, however, this is less important in multi-ship engagements.
These sensor rules are an attempt to simulatew tactical decision making
over long-distance engagements, possibly using missiles. The closer the
ships get the less the defensive firing is really useful since the
captain
will want to balance defensive priorities with all out offence to dmage
the
target as much as possible at optimum range.
Comments are positively solicited so I can get a better fudge going to
play
FT in this universe.
Stuart.
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Stuart Murray
Department Of Molecular Genetics Tel: (718) 430 4289
Albert Einstein College Of Medicine Fax: (718) 430 8778
1300 Morris Park Avenue email:
smurray@aecom.yu.edu
Bronx
New York 10461
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