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Re: FT: Nova Cannons and Wave Guns, as plasma torpedoes

From: Donald Hosford <hosford.donald@a...>
Date: Fri, 27 Aug 1999 01:32:42 -0400
Subject: Re: FT: Nova Cannons and Wave Guns, as plasma torpedoes

GBailey@aol.com wrote:

> I'm trying to convert SFB ships to FT (I have lots of minis) and the
plasma
> torpedo firing races pose a problem.	They can fire the torps and
other
> weapons as well in the same turn in SFB.
> I do not like using missiles as plasma torpedoes as another tried in
some
> post long ago.  Just doesn't have that feel, besides point defenses
should
> not work against plasma torpedoes.
>
> I can see the damage potential of the Nova Cannon and Wave Gun,
> but I do not like the restrictions put on them.  Especially the "no
other
> weapons can be fired" restriction.  This means, to me at least, that
> the only ships that will carry them are small ships with the weapon
> being the only weapon they have (small as in the smallest hull size
> you can fit the weapon and other necessities such as FC and drives).
>
> On second thought, for non-cloaking ships (cloaking and Wave Guns
> seem to be a match),
> I can see a larger ship with a spinal and all other weapons that fire
> in any direction but forward (posess a dilemma to an enemy: do I
attempt
> to stay in his front arc away from his other weapons but risk being in
> front of the big nasty?).
>
> The shield restriction is also silly.  Just add lots of armor instead,
it
> even
> costs less.  But it doesn't fit the genre of Star Trek where everyone
had
> shields.
>
> The spinals requires all the power?  I'd build ships that have the
> necessary power.  FT is not an energy allocation game.
>
> Any other thoughts?
>
> On another note, I've written an Excel spreadsheet to design ships but
am
> having trouble coming up with the formulas for determining the
positions
> of the damage control parties in the hull layout.  Anyone kind enough
to
> let me know those formulas?  Hmmm?  :)
>
> Glen

Plasma Torps -- How about this:  Assign the torpedo a speed, and number
of
damage points (based on torpedo size.)	Then remove damage points for
distance
moved, and damage done to the torpedo from weapon fire.  Maneuver it
around the
map like a guided missle.  If it strikes something, apply whatever
damage
points that are left.

Donald Hosford

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