Re: [FT] vector point balance
From: Beth Fulton <beth.fulton@m...>
Date: Mon, 04 Sep 2000 12:05:20 +1000
Subject: Re: [FT] vector point balance
G'day,
>>And that would be the crux of the matter. Your opponent isn't going
to let
>>you sit at that range (if they've got any brains), at least not on a
>>regular basis.
>
>Rather depends on your relative thrust rating, eh? An Alacrity BC
(thrust
>8, Beam 4) vs anything without fighters is a game that takes a while,
but
>only ends one way.
I think this may be coming down to the individual ways we allow set-ups
etc
in the game. The first game may well end as you state here, but as we
have
no speed limits at start up the second game would probably see the
opposition (or a good portion of it) belt in at speed 70 for one quick
thump before leaving...
>> You've still got to decide where you're going to fire. Against the
KV I've
>> found it very effective to have two equally strong wings come in
against
>> them from opposite sides - they can either turn half each way and
split
>> fire or only concentrate on one wing while the other hammers them.
>
>The logic here eludes me. You come in from both sides, either I face
both
>sides (and I have parity--or better, if I'm paying for fewer arcs) or
I
>ignore one side and maul the other.
OK maybe we're just the weirdest FT players in the universe and we'd get
our butts kicked as soon as we cross the straight < all too possible
;) >...but so far when people have tried the first option above against
me
their fire hasn't been as effective as they expected because its too
split
to damage all the ships they want as much as they want. Whereas when
they
tried the second option they got rid of their first 'big' target and a
few
escorts but the second 'big' target was untouched coming into the next
round. Either way the next time I ran into them they had at least some
weapons with multiple arcs suggesting that 1-arc alone did make them
feel
safe. But like I said maybe that's just the way we play, feel free to
join
in with Tom and I in a years time and you can hand me my head on a plate
;)
>I'm saying I wouldn't design a 1 arc B3 ship for cinematic, but I
would in
>vector. Therefore you might have to design enntirely separate fleets
to be
>efficient in both venues.
Quite probably, I don't play cinematic enough to judge - though I'd
guess
that workhorse fleets fair well in both (the ESU seemed to come out as a
favoured fleet regardless of the movement system used).
Have fun
Beth
------------------------------------------------------------------------
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Elizabeth Fulton
c/o CSIRO Division of Marine Research
GPO Box 1538
HOBART
TASMANIA 7001
AUSTRALIA
Phone (03) 6232 5018 International +61 3 6232 5018
Fax 03 6232 5053 International +61 3 6232 5053
email: beth.fulton@marine.csiro.au