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Re: FT-Anime designs in FT

From: Mark Kochte <kochte@s...>
Date: Mon, 18 Dec 2000 14:44:50 -0500 (EST)
Subject: Re: FT-Anime designs in FT

On Mon, 18 Dec 2000, bif smith wrote:

[...]
> 1-Would ANYbody actually use a nova cannon for long range fire,
because any
> ship could maneuver out of it`s path by the third turn, any generate a
clean
> miss (a nsl sd MIGHT get hit, it`s thurst is so pitifully low (I think
(of
> course, if I`m wrong, somebody tell me))).

Well, they're good for sweeping mines away, popping defsats from long
range, and forcing an opposing fleet into maneuvering elsewhere or
splitting up so the NC fire passes harmlessly between them (but then
it is assumed your own forces will then concentrate on one of the
split wings ;-)

I'm sure there are other, more subtle uses for NCs that I'm not
thinking of at the moment.

Mk
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Date: Mon, 18 Dec 2000 14:48:51 -0500 (EST)
From: Mark Kochte <kochte@stsci.edu>
To: gzg-l@csua.berkeley.edu
Subject: Re: [FT]Fleet Book 2...
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On Mon, 18 Dec 2000, Donald Hosford wrote:

> I finally got my copy of the FB2!   (Life was interfering with my
> ordering it...)
> 
> Now that I can see what the Phalon ships look like...they look like
> exotic snails to me...What were you peaple thinking...wait we allready
> know that...:-)

I've only ever seen funky snails, too (and have mind painted with
Amer Indian warpaint schemes). I personally don't see what the
others see (without some serious stretching of the imagination).
But I guess that depends on what's on each person's mind...  ;-)

> Very cool book!

No doubt.  :-)

Mk
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To: <gzg-l@csua.berkeley.edu>
References: <Pine.GSO.4.21.0012181442320.27748-100000@poppc.stsci.edu>
Subject: Re: FT-Anime designs in FT
Date: Mon, 18 Dec 2000 16:08:32 -0500
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> > 1-Would ANYbody actually use a nova cannon for long range fire,
because
any
> > ship could maneuver out of it`s path by the third turn, any generate
a
clean
> > miss (a nsl sd MIGHT get hit, it`s thurst is so pitifully low (I
think
(of
> > course, if I`m wrong, somebody tell me))).
>
> Well, they're good for sweeping mines away, popping defsats from long
> range, and forcing an opposing fleet into maneuvering elsewhere or
> splitting up so the NC fire passes harmlessly between them (but then
> it is assumed your own forces will then concentrate on one of the
> split wings ;-)
>
> I'm sure there are other, more subtle uses for NCs that I'm not
> thinking of at the moment.

Clearing out MTM, I suppose, although the "long range" bit wouldn't be
likely to be useful.
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From: "bif smith" <bif@bifsmith.fsnet.co.uk>
To: "full thrust" <gzg-l@csua.berkeley.edu>
Subject: FT-Bug designs
Date: Mon, 18 Dec 2000 21:19:17 -0000
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Let me check I`ve got this right-

Acid SD-Heavy close range firepower. Using pulsers limited to close
range.
If they are a effective anti-fighter weapon, instead of using 2D6 for
intercepting fighters, say that heavy fighters get no bonus against
these
guns? Would these guns require use of F.Cons in anti-fighter role or
not?
After all, you need a balance for the lack of range. If you say you
require
a active F.Con, you can say 1 F.Con per target, with each fighter group
a
target, capable of being targeted by as many guns as avalible.

Archer SD-Pure heavy missile platform, designed to provide heavy long
range
firepower.

Avalanche SD-Pure long range energy weapon platform. Cl.3 bat equipt.

Auger SD-Require a heavy needle beam type weapon, but is slow firing. We
can
represent this by making the heavy needle beams require more mass. I
know
this would make the weapons more vulnerable to damage, so you could just
have limited firecons, limiting the number of beams that can be fired at
once.

Ambush BC-??? I realise this design will be slower than a normal BC, But
faster than a SD (thrust-3?, 4?). What weapon loadout would be
reasonable? I
remember from the book that the BC`s had some missile weapons, but a
mixed
general weapons loadout seams a better idea for these vessels than a
specialised weapon load.

Antilope BC-A later design, introduced as a direct answer to the
dunquirk
BC`s (posted on FTSR). A heavy long ranged missile loadout.

Caterphact CLE-PDS ecort light cruiser.

Carbine CLM-Missile light cruiser.

Cleaver CLP-Plasma gun (a.la. acid sd) light cruiser

Cannon CLL-Energy weapon light cruiser, same weapons as the avalaunch
sd.

Barfly CH???-Cloak capable cruiser, design to scout or recon/lay dormant
until someone stumbles upon it. Known to carry missiles, most probably a
mixed loadout like the ambush BC. PDS weak (easy meat for a fighter
strike).
PS-Is it a CH or CL, can`t remember?

Guardian? CH-Very slow (thrust 1) defence ship, designed to be a mobile
weapons platform instead of building/ save time before building
defencive
space stations.

Bug capitol ship are slow and tough (except the antilope BC), while
cruisers
are fast and weak (expendable).

Bug Primary Beams (heavy needle beams)
Mass=7	Cost=28  Arcs=5 (cannot fire through rear arc)
Requires a dedicated firecon. Roll 1D6. At ranges to 12MU, causes 1 DP
on a
4 or 5, and on a 6 causes 2 DP and knocks out a system allocated before
roling (including drives, same as two threshold checks, but half can be
repaired with DCP).  At ranges 12 MU to 24MU, causes 1 DP on a 5, and
knocks
out nominated system (half drive, same as a normal needle beam) and 1 DP
on
a 6. Use a normal needle beam symbol, but in a gun battery symbol
showing
firing arcs.

These are the way I`m going to attempt to redesign my bug designs, but I
require at least a hint as to the weapons for the barfly picket cruiser
(and
is it a heavy or light) and the ambush BC. Also, is it called the
guardian,
the defence cruiser?. I don`t think I`ve forgoten any ships, but
wouldn`t be
suprised if I did. I`d welcome feedback on the primary beams, as they
seam
to be a bit light for the arcs, but would it make a differance if they
required 2 firecons?

BIF
"yorkshire born,yorkshire bred,
strong in arms, thick in head"

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