RE: Heavy Beams - 3rd Attempt
From: "Bell, Brian K" <Brian_Bell@d...>
Date: Tue, 1 Feb 2000 12:25:42 -0500
Subject: RE: Heavy Beams - 3rd Attempt
I would keep it simpler by changing it to:
When a BPS fails a threshold check, it looses its charge. The ship takes
damage equal to 1/2 of the stored charge (round up). The BPS can now
only
store 1/2 of its original capacity until repaired. A 2nd threshold
failure
(if unrepaired) or a successful needle attack destroys the BPS and
releases
its charge. The charge, again, does damage equal to 1/2 the stored
charge
(round up).
BPS appear to be a means of getting a cheaper P-Torp (or a more powerful
P-Torp depending on how you look at it). It having two icons on the SDD
makes it more vulnerable to threshold checks. But the large size would
probably limit it to larger ships anyway (delaying the threshold check).
Also, this is the only offensive system that limits the effect of
threshold
checks. So, taking damage from a failed check is a good trade-off. I
suggested using damage = 1/2 the stored charge so that this damage is
limited. An added benefit of the system above is the player must decide
if
it is better to repair a BPS and risk greater damage from threshold
checks/EMP/Needle or use a damaged one and have less offensive
firepower.
One other thing, how is the hit probability made? Same a P-Torp?
0-6 2+, 6.x-12 3+, 12.x-18 4+, 18.x-24 5+, 24.x-30 6 only
If so, then you are not only getting a better chance to damage at close
range, but also more damage. Again, this would be the only system to do
this.
If you were saying that it was an automatic hit and only the damage is
reduced by range, I feel that this is too powerful. If you want that,
then
use a Wave Gun.
-----
Brian Bell
bkb@beol.net
-----
> -----Original Message-----
> From: Sean Bayan Schoonmaker [SMTP:schoon@aimnet.com]
> Sent: Tuesday, February 01, 2000 11:12 AM
> To: gzg-l@CSUA.Berkeley.EDU
> Subject: Heavy Beams - 3rd Attempt
>
> OK, 3rd times the charm, right? (why do I hear snickering in the
> background?)
>
[snip]
> When taking damage and a BPS fails a threshold check, they are not
> automatically knocked out of commission. Instead, they are treated in
much
> the same manner as drives: the first hit halves the capacity of the
> system,
> making it equal to rather than twice its rating, and also halves the
> number
> of dice rolled for EP generation. The second hit destroys the system
and
> inflicts an additional number of damage points equal to the number of
EPs
> currently stored in the BPS
>
[snip]