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Re: Thoughts on FB3, MT missles

From: Daryl Lonnon <dlonnon@f...>
Date: Tue, 9 May 2000 10:58:51 -0600 (MDT)
Subject: Re: Thoughts on FB3, MT missles

> Greetings,
>      Keep the MT missiles simple:
> 
>	  The missile is launched at the start of the turn, in the
> direction the ship is moving.
> 
> Turn 1) Speed of launching ship + up to 20, may make three turns,
>	  no target modifier.
> turn 2) Speed from last turn + up to 20, may make two turns,
>	  -1 on to hit if speed greater than 30.
> turn 3) Speed from last turn + up to 20, may make one turn,
>	  -2 on to hit if speed greater than 40.

I'm not sure I understand why a missile would necessarily get a -1/-2
for travelling high speeds while a ship would not (and in reality,
even if you did want to model the effects of velocity, it'd be
the delta V between the missile and it's target, not the delta
V between the missile and the playing surface).

> Bye for now,
> John L.

I've been thinking about this in the back of my mind, since my brother
is coming to town and FT is the only mini game he'll play, but unlike
the
above I've been only thinking about Vector (since that's what I tend
to play when I do play).

House Rules we tend to use (so you have some idea where this is coming
from):
o SML's launch from a point out from the ship equal to it's current
vector.
o Fighters have a vector (and a thrust of 12"), (fighter vectors must
  "parralel" (begin point and end point within 12" of ships begin point
  and end point respectively) in order to escort a vessel).
o (I can't remember if this is official or not) Fighters can intercept
  missiles.

MT missiles
o Each missile has 24" worth of thrust, thrusting lowers this amount.
o Missiles move during fighter movement (as a fighter group).
o A missile has a vector attached to it.

Other random thoughts I'm not so sure about
o Use old PDS rules to shoot down.
o Require 4" of thrust on first turn (so you can use a d20 to track
thrust).
o Limit the amount of thrust usuable per turn to 12" (to limit the 24"
  thrust on first turn to hit any ship it wants to in range).
o For every x amount of thrust (6) spent in evasion maneuvers, subtract
  1 (or a screen level (upto 2)) from the PDS/interception rolls
  (use new PDS rules with this).  (I kinda like this one but haven't
  thought about it enough).

The above, I think, would require more thought in MT missile usage
(which
I see as a good thing), and shouldn't introduce too much more
bookkeeping.

Back to lurking,
Daryl


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