RE: Small Ships--Why?
From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Fri, 22 Jun 2001 13:15:54 -0400
Subject: RE: Small Ships--Why?
I did a couple of test games with something similar.
Cinematic if you make at least a 2 point turn (includes sideslips) and
increases/decreases thrust by 4, the ship counts as 1 range band further
away. For weapons with 1 range band, treat the weapon as if it had only
1/2
normal range.
Vector: If 4 or more thrust is applied 2 or more points off the momentum
line, the ship is treated as 1 range band further away. For weapons with
1
range band, treat the weapon as if they had only 1/2 normal range.
It worked OK, but there needs to be a simpler solution.
We also tried allowing "evasive maneuvers". Evasive maneuvers cost 4
movement points. Ships performing evasive maneuvers were considered 1
range
band further away. This worked well as the fast ships had to choose
whether
to do real maneuvers or evasive. But did end up with the weird situation
where Thrust 4 ships were accelerating faster than Thrust 6 ships (due
to
evasive maneuvering). We tried it with only a cost of 2 or 3 movement
points, but then every ship did it and so it was a wash. At 4 movement
points a thrust 4 ship could use it but, it makes your ship easier prey
for
fighters and salvo missiles.
-----
Brian Bell
-----
> -----Original Message-----
> From: Peter C [SMTP:petrov_101@hotmail.com]
> Sent: Friday, June 22, 2001 12:39 PM
> To: gzg-l@csua.berkeley.edu
> Subject: Re: Small Ships--Why?
>
> >From: "Galen Thies" <fldmrshl@hotmail.com>
> >
> >To the Wise and Venerable list,
> >
> >
> >My group has been having discussions as of late regarding the
usefulness
> of
> >smaller vessels (10 to 50 mass)
>
> <SNIP>
>
> >They seem to get smoked well before any beam weapons they are armed
with
> >fire. Their increased manuverability seems to have little impact on
> >increasing their survivability. It may simply be a function of my
play
> >group's lack of experience but larger ships seem to be the way to go.
In
> a
> >design-your-own environment or in the Fleet Book fleets, would small
> ships
> >have a role in your fleet in one-off games?
> >
>
> I added a house rule that extends the lifespan of "high-thrust" ships.
>
> Thrust 6-7 ships are more difficult to hit.
> Attacker receives a -1 penalty to die roll.
>
> Thrust 8 ships are really difficult to hit.
> Attacker receives a -2 penalty to die roll.
>
> Note: A roll of a 6 ALWAYS hits.
>
> I've been playing with this house rule for years and it seems to do
the
> trick.
>
> Pete
>
> _________________________________________________________________