Re: Railgun Goals II
From: Sean Bayan Schoonmaker <schoon@a...>
Date: Thu, 26 Nov 1998 05:35:03 -0800
Subject: Re: Railgun Goals II
John and Roxanne Leary <realjtl@sj.bigger.net> wrote:
> Well, just what are the options for 'To Hit':
>Constant : Same as Beams
>
>Short range/Low 'To Hit' number : Basically, what is in use now for
> Kra'Vak ships. With increasing 'To Hit' due to range
>and constant damage over range. (The Trash Can principle.)
>
>Short range/High 'To Hit' number : With decreasing 'To Hit' due to
> range and decreasing damage over range. (The Shotgun Effect)
I'm for the first option, the so called "trash can."
However...
I was just brainstorming different ways to use d6s to come up with some
sort of result - just trying to get something/anything different than
beams.
1) Roll d6s vs. a target number. Both target number and number of dice
decreases with range.
2) Roll constant number of dice (not necessarily just one) against a
target
number that varies with range. [This is closest to the old mechanic.]
3) Target thrust capability determines number of dice thrown, which
score
against a target number that decreases with range. # of hits may
determine
damage multiplier. [This is sort of a variation of #1]
4) I'm running out of decent ideas... help
Schoon