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Re: Request for comments: weapon modifications

From: Aaron Teske <ateske@H...>
Date: Mon, 19 Apr 1999 22:08:34 -0400
Subject: Re: Request for comments: weapon modifications


At 09:02 PM 4/19/99 -0400, Laserlight wrote:
>Nathan wrote:
>>Extended Range Pulse Torpedo
>>Range To Hit 
>>0-6 1+ 
>>6-12 2+ 
>>12-18 3+ 
>>18-24 4+ 
>>24-30 5+ 
>>30-36 6 only 
>>
>>MASS 6 (1 arc) +3 for 2 additional arcs (3 arcs maximum)
>>Points Total MASS x 3
>
>So you're guaranteed to hit at point blank range?  What will Indy do?

He'll still find a way to miss. ^_-

Though offhand, if you want variable range, maybe try the different
sizes
of pulse torp I worked up for my Space Fleet conversions.  Small,
medium,
and large torps, with the current version being the "medium".

		Range to hit with a:
launcher  mass	 2+    3+    4+    5+	 6+
small	    2	1-4   4-8   8-12 12-16 16-20
medium	    4	1-6   6-12 12-18 18-24 24-30
large	    8	1-9   9-18 18-27 27-36 36-45

The small and medium launchers get 1 arc per extra mass, while the large
launcher costs 2 mass per extra arc.  (Max 3 arcs in all cases.)  3
points
per mass.

Basically, starting from the small launcher, for each doubling of the
size
you get +50% in the range.  I can't really recommend continuing this
progression any further since it'll rapidly outrange beam weapons, but I
think it works pretty well as it stands now.  You might allow the small
launcher both extra arcs for just one additional mass, actually, but I'm
trying to discourage hordes of small PT-equipped ships....

Later,

					Aaron Teske
					ateske@HICom.net
LAUNCH DAY!
A totally unprovoked attack on peaceful neighbors. Must be the race 
file. Does strange things.
		--Rick Kucejko, on the War Monger PRT in Stars!


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