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RE: [FT] Multiple Turn Weapons

From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Wed, 5 Sep 2001 06:42:32 -0400
Subject: RE: [FT] Multiple Turn Weapons

That would work if a player is controlling a small fleet or in a PBEM
game.
Once you get past several ships in a live game, it would start to get
difficult to remember how many rounds you have fired at a given ships.
But I
guess that you could put tic marks next to the icon for each round it
fired
on the same ship. I would suggest that a firecon would have to be
"dedicated" in the way that P-Torps used to require.

---
Brian Bell
bbell1@insight.rr.com
ICQ: 12848051
AIM: Rlyehable
YIM: Rlyehable
The Full Thrust Ship Registry:
http://www.ftsr.org
---


-----Original Message-----
From: Sean Bayan Schoonmaker [mailto:s_schoon@pacbell.net]
Sent: Tuesday, September 04, 2001 20:39
To: gzg-l@csua.berkeley.edu
Subject: [FT] Multiple Turn Weapons

I was just thinking (dangerous thing that), and was wondering about 
multi-turn weapons. By this I don't mean weapons that take more than 
one turn to arm, but weapons whose affect changes according to haw 
many turns in a row they hit (up to a certain limit).

For example: a weapon that, hitting target A on turn 1, does 1 point 
if it hits; on turn 2, if it hits the same target (A), it does 2 
points; and so on.

Any miss resets, as does switching targets.

Once the maximum damage is reached (let's say 3 for argument's sake), 
the weapon must cool for a turn.

You could use the std. Beam mechanic, but no re-rolls and all hits, 
regardless of the number on the die, only cause 1 point (or 2 for the 
2nd consecutive hit, etc.).

Comments?

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