RE: FT-Number crunching required (HELP)
From: "Brian Bell" <bbell1@i...>
Date: Mon, 9 Jul 2001 21:58:32 -0400
Subject: RE: FT-Number crunching required (HELP)
No you got it right.
When MT Missiles came out they matched fighter endurance and Fast
Fighters for speed.
I have, in this adjustment, kept that balance.
For vector, I change the middle 2 point turn for a starting 2 point
turn.
In play it may be too much, but in the limited playtests, it has not
proven so. A +/- 2 point turn means that it take 3 turns to turn
arround.
---
Brian Bell
bbell1@insight.rr.com
ICQ: 12848051
AIM: Rlyehable
YIM: Rlyehable
The Full Thrust Ship Registry:
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---
-----Original Message-----
From: owner-gzg-l@lists.CSUA.Berkeley.EDU
[mailto:owner-gzg-l@lists.CSUA.Berkeley.EDU]On Behalf Of Beth Fulton
Sent: Monday, July 09, 2001 20:20
To: gzg-l@csua.berkeley.edu
Subject: RE: FT-Number crunching required (HELP)
G'day Brian,
>Try the following in vector:
>Endurance: 6 (original MT missile lasted
>as long as fighters)
That's an awful lot!
>Move: 36mu (same scale-up as fighters)
>moving as fighters, but limited to
>+/- 2 clockfaces turn.
Now is that 36mu all up (so 6 per CEF) or 36 per turn (CEF)?
>Range: 4mu (all arc)
If that's 36 each turn and you have 6 CEF my experience would say that's
way too much. Sorry if I've misinterpreted.
Beth
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Elizabeth Fulton
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email: beth.fulton@marine.csiro.au