Re: FT-Movement, corkscrewing
From: Charles Taylor <charles.taylor@c...>
Date: Sun, 05 Aug 2001 21:09:03 +0100
Subject: Re: FT-Movement, corkscrewing
In message <000b01c11dbe$9c6f0dc0$57c0893e@inty>
"Bif Smith" <bif@bifsmith.fsnet.co.uk> wrote:
[snip]
> > Check out the weapons archive, manoeuvre section:
> > Noam proposes a 'Corkscrew manoeuvre, as follows:
> >
> > # Corkscrew [Noam Izenberg] (NIFT-Midbar Skunkworks)
> > # Like a Roll, but more severe. Cost is 3 thrust. Roll 1 die at end
of
> > # turn to determine final roll status of ship: Odd, ship is rolled,
> > # even, ship is "upright". A Corkscrew allows Port and Starboard
facing
> > # weapons to fire in _either_ Port or Starboard arcs. To-hit rolls
for
> > # _all_ weapons on 'Corking' ship receive -1. SM's etc. get -1 or -2
to
> > # #missiles that lock on. 'Corking' ships may accelerate and
decelerate
> > # without penalty, but if the ship turns, it takes 1 beam die damage
> > # (with rerolls) per 20 Mass per point of turn due to stress.
> >
> > A bit more complex than your proposal. I'm not sure the 3 thrust
cost
> > would limit it to smaller ships (as burning most of your thrust to
get
> > most of your guns to bear is probably worth it!)
> >
> ----------------------------------------------------------------------
>
> D`oh, I was reading this and it gave me the idea, but I missed the bit
about
> the weapons fire (D`oh).
>
> BIF
>
One further point, I'd specify that the thrust required for a corkscrew
_must_ count as manoeuvre thrust, which would:
a) limit the manoeuvre to ships with at least Main Drive 6 (or Advanced
Drive 3), which would effectively prevent most large ships from using it
(except Kra'Vak and Sa'vas'ku - and given their design philosophies and
weapons tech - it wouldn't help KV, and SV would rarely need it).
b) The likelihood of a ship being able to both corkscrew _and_ turn is
very low, so the 'damage if ship turns and corkscrews' rule could
probably be dropped.
Charles