Re: Simple Sensors II
From: "Alan and Carmel Brain" <aebrain@d...>
Date: Sat, 29 Apr 2000 00:17:08 +1000
Subject: Re: Simple Sensors II
From: "Sean Bayan Schoonmaker" <schoon@aimnet.com>
> OK, now I've made these even MORE simple. One of the big differences
is in
> the effects section. I've eliminated all the screen-like effects and
made
> it solely range based: either combat or sensor.
Like it already.
> Electronics Systems
>
> To ensure that redesign of existing ships is NOT necessary, we'll give
ALL
> ships a Class 0 system with the hull.
>
> Class 1 Electronics - Mass 1
> Class 2 Electronics - Mass 3
> Class 3 Electronics - Mass 9
> Class 4 Electronics - Mass 27...
> Point Cost is Total Mass x 5
IMHO this is too little, virtually every ship larger than a frigate
should
have Class 1
at least, with bigger ships Class 2.
I'd like to see the size of the system vary a bit with the size of the
ship.
For play-balance
reasons (obviously) but also because I like the PSB about having to
devote
lots of mass
to "shielding" these super-sensitive-sensors from ownship's emissions.
Do you have any idea how much of a Flight II LA or UK T-Class sub's
internal
volume and
weight is spent on exactly such equipment? Good job, it's supposed to be
a
secret, but
it's a very significant consideration in submarine (and increasingly,
surface ship) architecture.
I would like to propose a cost of
Class x 10 % + Class in mass, with points cost either 4 (like an ADAF
or
FC) or 5.
Minimum size Class x 3 (ie 1 more than an ADAF system)
The % bit is for the additional damping material, baffles etc etc
The actual equipment is the + bit.
So:
Class 0 - 0% +0 mass, 0 cost
Class 1 - 10% +1 mass min 3
Class 2 - 20% +2 mass min 6.
Class 3 - 30% +3 mass min 9 and so on.
This will mean that you won't have scoutboats with more than at most
Class-1. The real
EW ships will be light cruisers with Class 2 or possibly 3. Bigger is
reserved for specialist
EW capitals ships and base stations.
The Sensors are hit when the Bridge is hit. Even a repaired bridge will
have
Sensor -0
thereafter.
> The Class 0 system will be inherent to all ships, so it should give
the
> same info that we get now:
>
> Range (Info): 24" 48" 72" 96" 120"
> Class 0 Passive All Size Bogey None None
> Class 0 Active All All Size Bogey None
Looks good to me.
> Ships using Active detect & are DETECTED at the listed ranges.
Ditto.
> Ships using active mode roll a number of dice equal to their sensor
class.
> These dice are scored just like beam weapons, including re-rolls on a
> natural 6. The "Hits" are then spent:
>
> 1 Hit - Increase/Decrease effective firing range by 3", OR
> increase/decrease effective sensor range by 24", OR falsify Size
> information by 1 size class*
> 2-3 Hits - Increase/Decrease effective firing range by 6", OR
> increase/decrease effective sensor range by 48", OR falsify Size
> information by 2 size classes*
> 4+ Hits - Increase/Decrease effective firing range by 12", OR
> increase/decrease effective sensor range by 96", OR falsify Size
> information by 3 size classes*
>
> *Reported size class may only be altered for the ship mounting the
> electronics system.
Again, looks good to me, but I'd restrict the +/- "to hit" to the ship
with
the sensor suite on as well, rather than the whole fleet. Just on the
grounds of Play Balance rather than any specious rationale.