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Re: Carrier design in FT

From: Thomas Barclay <Thomas.Barclay@s...>
Date: Wed, 5 Aug 1998 20:36:26 -0500
Subject: Re: Carrier design in FT

Jared spake thusly upon matters weighty: 
> Now to make the whole system viable, Allow PT boats to dock with the
Tender
> as fighters can, and allow reloads at whatever rate you have chosen
for
> fighters.  For Tender-Tugs, I think you need to provide some way of
> "External Docking" - and then allow a reload.  My feeling is that this
> reload would be slower than properly supported tenders.

Make sure you have at least two internal docking spaces which can be 
used to rearm these vessels at full rate. On 'cable tie' dockings, 
rearm rate should be one half to one third. 
 
> Then, allocate space for all those weapon reloads, and maybe draw a
box
> around them on the SSD to denote that they are carried cargo. 

How about multiple boxes. Hate to lose them all in one threshold 
check. Ooh...magazine chain reaction....nasty. 

 You could
> load up on SMs without a launcher, maybe carry missiles and subpacks
at a
> small space savings? (3 missiles in 5 mass?)	Or take a slight cost
savings
> instead, to reflect the lack of a launch system.  I would personally
like
> to see a good way of supporting "Docking" and reloads.  I think lots
of fun
> could come from it.  If you have a generalized reloading procedure,
then
> you can also keep your bathtubs FTL capable but make generalized
> Ammo/Resupply ships - and with most SML mounting ships in the fleet
book
> you are limited to 3 turns of ammo (admittedly three potentially nasty
> turns) but the capablility of rearming never hurts.

Sure. The Fleet Supply Ship "Blammo". Munitions ships, Providers, 
Replenishers, good idea. They add a lot to fleet tactics and 
strategy. 
 
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Thomas Barclay
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