REALLY, REALLY BIG SHIPS
From: Eric Fialkowski <ericski@m...>
Date: Sun, 10 Jan 1999 21:45:11 -0700
Subject: REALLY, REALLY BIG SHIPS
OK, since I'm not the only one who likes REALLY, REALLY BIG SHIPS
(sorry, I
had to do it....), here is a couple of ideas for "why" and a couple of
good
ideas for "why not".
"why"
* It's an alien vessel, it got lost / mis-jumped / decided to look for
it's lost whales / whatever. It just happened to wander into manned
space.
Fight ensues. Could give a good reason for that big a** beam. Maybe,
for
anime players, a class 16 to those 50' tall aliens is "standard".
http://netnow.micron.net/~ericski/scenario2.html for a game that I'm
currently planning.
* It's a simulator ship and the battle is a virtual training excercise.
Sort of a Kobashi-Maru incident. "Cadet you're faced with a 1/4 of a
million ton ship. Your frigate is ready to engage. What do you do...."
* Planetary seige ship. Bunch of marines, some drop ships, streamlined
hull, and a big drive. I just landed a brigade (or whatever) on your
planet.
http://netnow.micron.net/~ericski/scenario.htm for a game where I did
just
that.
* You got a really good deal on a Star Destroyer platic model and you
just
happen to think it will fit in nicely as an FSE super ship.
"why not"
* Two needle hits and you're no longer able to maneuver.
* One needle hit and you're no longer able to jump.
* I can get a whole bunch of 199 point missile barges (1 thrust,
fragile
hull, 20 MT missiles, not much else) that each have 20 emp or needle
missiles for the same as your supership. How many can you stop before
they take out your ability to maneuver / escape?
* Under the current system, you can only launch 2 fighters per turn.
You're not going to be defending against all of mine very well.....
Just some thoughts. Take as you want....
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+ Eric Fialkowski, just me +
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+ http://netnow.micron.net/~ericski/full.htm +
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