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RE: Re: (FT) Crew Quality

From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Mon, 28 May 2001 19:57:10 +0200
Subject: RE: Re: (FT) Crew Quality

Allan wrote:

 >> Not so.  A simple way of doing it would be: Excellent increases
weapon 
RANGE by 2"
 >>per 6", good increases by 1" per 6", etc
 >> Example: "excellent" firing B2 would do 2d6 at 16mu, and 1d6 out to
32mu.
 >
 >I thought of something similar, but I think you end up skewing the 
probabilities for various >weapons. Goosing the range a pulse torpedo
makes 
it easier to hit but makes no >difference to its damage. Goosing the
range 
band of a beam essentially doubles the >damage.

Huh? If you change the range bands of a P-torp, you change its hit 
probability and therefore its average damage at various ranges. If you 
change the to-hit number, you change its hit probability and therefore
its 
average damage at various ranges. There's no *conceptual* difference 
between those two...

The only difference is that if you modify the range bands by the same 
percentage for all weapons (as Laserlight suggested), you don't change
the 
game balance between the different weapons much... in fact it won't
change 
at all if your gaming table is big enough and all ships have the same
crew 
quality :-/

Later,
Oerjan
oerjan.ohlson@telia.com

"Life is like a sewer.
  What you get out of it, depends on what you put into it."


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