Re: Heavy Beams - 3rd Attempt
From: "Izenberg, Noam" <Noam.Izenberg@j...>
Date: Tue, 1 Feb 2000 17:17:01 -0500
Subject: Re: Heavy Beams - 3rd Attempt
> OK, 3rd times the charm, right? (why do I hear snickering in the
background?)
<snicker>
> The BPS generates power at the beginning of each turn, During Step 1:
Write
> Orders for All Ships. The BPS rolls two dice for each class rating,
which
> are scored like Beam dice. The result is the number of EPs added to
the
> BPS's capacitor, up to its maximum. For example, on a Class 2 BPS the
rolls
> are 2, 3, 5, and 6 (re-roll of 3). This generates (0+0+1+2) 3 EPs.
OK but cumbersome. The less die rolling and figuring, the better. I say
roll
1 die per class level, divided by 2 for total EPs, round down. Numbers
for
EP are virtually the same, statisitcally with half the dice and easier
figuring.
> Beam Power System:
> Class 1 4 MASS 12 POINT COST
> Class 2 8 MASS 24 POINT COST
> Class 3 12 MASS 36 POINT COST
> etc.
> [NOTE: Even though I could have done Class 1-6, at 2 MASS and the same
cost
> per MASS, so it would be 1 die and 1 point capacitance per Class, that
>would make damage a real pain. I'd have to round down on halving, and
> everyone would just buy even numbers anyway.]
True, but that measn that 2/4/6 are still the most useful descriptors of
capacitance than Class 1/2/3. But that's a semantic value only
> Beam Emitter:
> Class 1 1 MASS 3 POINT COST
> Class 2 2 MASS 6 POINT COST
> Class 3 3 MASS 9 POINT COST
etc.
> [NOTE: Couldn't do the class# =3D # of EPs allowed, as it would have
required
> fractional accounting, which is BAD.
Disagree:
Beam Emitter: (# = EP emitter is capable of passsing)
Emitter 1 1 MASS 2 POINT COST
Emitter 2 1 MASS 3 POINT COST
Emitter 3 2 MASS 4 POINT COST
Emitter 4 2 MASS 6 POINT COST
Emitter 5 3 MASS 6 POINT COST
Emitter 6 3 MASS 9 POINT COST
Or some such progression. Sometimes you need the mass, sometimes you
need
the points.
Noam