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Re: Combat Effectivness

From: "Bob Makowsky" <rmako@c...>
Date: Tue, 28 Aug 2001 17:59:52 -0300
Subject: Re: Combat Effectivness

Then divide the effectiveness by cost and get a good idea of how well
your
points are being spent.

Bob

----- Original Message -----
From: Damond Walker <dwalker@syncreticsoft.com>
To: <gzg-l@csua.berkeley.edu>
Sent: Tuesday, August 28, 2001 2:14 PM
Subject: Re: Combat Effectivness

> Tough question.

[snip]

    Yeah.  There was a system for Battletech which would generate a
combat
effectivness value quite nicely.

    I want a system that takes into account total ability -- not just
vs. a
certain target and/or a certain arc.  I thought to just multiply the
maximum
value of a weapon by a certain value based on the maximum range of the
weapon.  Taking beams as an example you have a Beam-1 at 12" with a
rating
of 2 (two points of damage, mult. of 1 for 12"), Beam-4's will have a
rating
of 8.  Which would be fine if all we had was beams...

    Damond

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