Prev: Re: strike the colors rule Next: Re: FT in a Fluid

Re: FT in a Fluid

From: "Robert W. Hofrichter" <RobHofrich@p...>
Date: Fri, 5 Jan 2001 22:02:08 -0500
Subject: Re: FT in a Fluid

Not true (sort of)-I just haven't posted it.  I used FT rules to do a
Rebel
Fighters vs Star Destroyers scenario last year.  The Rebel and Imperial
fighters had stats like corvettes (even repair--since the droids seem to
do
that) and the Star Destroyers were static (assumption was that the
fighters
were so much more agile that the destroyers "might as well be standing
still") but packed a lot of firepower.	Interesting game, but needed
some
balancing after the first playtest--and since I no longer have access to
the
really big star destroyers used...

Well, it'll be a while before I do any more with this one.

Rob

----- Original Message -----
From: <agoodall@canada.com>
To: <gzg-l@csua.berkeley.edu>
Sent: Friday, January 05, 2001 3:15 PM
Subject: FT in a Fluid

> Hi, all.
>
> I read in the newspaper today about Canada's attempts to get a Russian
Squall torpedo. This got me thinking about yet another project I really
don't have time for but will go for anyway.
>
> I got thinking of playing a Full Thrust game based inside a gas
giant's
atmosphere or as a futuristic submarine game.
>
> Note that my ideas aren't necessarily to use FT starships in the
atmosphere of a gas giant. The idea is to use FT mechanics, and the fact
that FT doesn't have a REAL scale (funny how no seems to have tried to
use
FT to represent gunboat and fighter games...), to try a game that exists
in
a fluid (gas or liquid).
>
> The concept is that a ship will be somewhat buoyant. The sensors are
sufficient that nothing is "invisible" as it is today. Most of today's
submarine weapons are based on the fact that you can't easily see your
opponent without giving away your own position. My concept is more like
FT
ships, with the fluid rendered essentially transparent by modern
sensors. I
have some ideas for "depth/altitude". Ships would be relatively small. A
heavy cruiser would represent something akin to a modern attack sub.
>
> I haven't thought about the following: is this set in the GZG universe
(probably not), is there gravitic technology (probably limited), will
weapons have upper and lower arcs as well as the six "around" arcs
(probably, but not sure how to handle it).
>
> So, what do you think the effects would be on the various ship systems
(FB1 and FB2) when operating in a fluid? What systems make sense in this
environment (should beams be allowed, or would they be defracted by the
fluid? shoudl fighters be allowed, or are the ships too small for
fighters
to represent anything?).
>
> Here is a set of first thoughts:
>
> Altitude - Simple, like in Sky Galleons of Mars. 5 altitudes. Each
altitude difference adds so many inches to the distance (yes, not
realistic,
but simple). I think I may have a way for things like beam weapons to
sit in
an "upper" arc or "lower" arc. Not sure how to "cost" this, other than
perhaps the arc point cost should be half normal.
>
> Movement - I could run this as a naval game. I have a concept in mind
already where ships would have a maximum speed and maximum acceleration.
Is
this necessary, or would a vector game work if the "fluid" had it's own
modifier on the vector? This is a neat concept, actually, and lets
certain
"altitudes" be faster than others. For instance, the uppermost level
could
subtract 1 from movement rate, while the lowest subtracts 5 (a vessel
would
need thrust 6 to even move down there).
>
> Sinking - I'm not sure how "buoyancy" will work, other than perhaps as
a
critical core system. If a ship loses hull integrity, starts to flood,
starts to "slide backwards", or what have you, it can drop too low and
crack.
>
> Hull Integrity - Different hull strengths can withstand different
altitudes?
>
> FTL - Uh, no. No FTL movement.
>
> Beams - Beams would remain relatively the same. They are already
adversely
affected by range.
>
> Pulse Torps - Use as a "fire and forget" torpedo? I don't think
there's
any system in FT akin to the modern wire-guided torpedo. Should "depth"
affect their range?
>
> Fighters - I can't really see using fighters, though I've been
considering
a weapon that is a cross between a fighter squadron and a submunition
pack.
>
> SMLs - These seem to be almost like depth charges or flak. I'm
thinking
that their movement would be affected by "depth".
>
> PDS - Not exactly something you find on submarines, but is there any
reason they wouldn't be used in this kind of futuristic environment?
>
> Phalon armour - I was thinking of using this to represent double and
triple hulls.
>
> I've got all sorts of ideas percolating right now. For instance, a
torpedo
would maybe be something more like an MT missile. I'm looking for
concepts
and ideas. The game would play very much like FT, but hopefully
different
enough to be interesting.
>
> So, all concepts and comments are very much welcome!
>
> Allan Goodall - agoodall@canada.com
> __________________________________________________________
> Get your FREE personalized e-mail at http://www.canada.com
>


Prev: Re: strike the colors rule Next: Re: FT in a Fluid