RE: [FT] Min'n'Match Fighters
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Fri, 1 Feb 2002 11:48:56 +1100
Subject: RE: [FT] Min'n'Match Fighters
On Friday, February 01, 2002 10:25 AM, Charles Taylor
[SMTP:nerik@monkslode.fsnet.co.uk] wrote:
> My suggestion is to cost each capability using a cost multiplier, if
> more than one extra capability is added, apply all the multipliers.
>
> So a heavy attack fighter would cost: 3 x 5/3 x 4/3 = 6 and 2/3
> which rounds up to 7 per fighter
>
> A Fast Interceptor is still: 3 x 4/3 x 1 = 4 points per fighter
>
> eg. (these are all open to debate)
> Capability Cost Multiplier
> Large (4/fight) x 2/3
> Small (9/flight) x 1.5
> Fragile (+1 to opponents attacks) x 2/3
> Atmospheric x 1
> Ace x ~1.5
> Turkey x ~2/3
> etc.
>
> Well, any thoughts - and any suggestions for the small craft concept.
It would be simpler to just pay a surcharge of +1 point for each extra
ability beyond the first in addition to the cost of that ability.
eg: Fast Interceptors are 5 points = 3 (base) + 1 (fast) + 0
(Interceptor) +
1 (surcharge)
Heavy Attack are 7 pts = 3 (base) + 2 (Heavy) + 1 (Attack) + 1
(surcharge)
Fast Heavy Long Range Attack Torpedo Fighters are 15 each = 3 (base) +
1+2+1+1+3 (abilities) + 4 (surcharge for 4 extra abilities).
Quite a few people have been costing aces at +6 per squadron (maximum 1
per
3 squadrons) and turkeys don't get a discount, but there must be one
turkey
per 3 Ace squadrons.
So for every 10 squadrons you get; 3 Aces, 6 Normal and 1 Turkey. Note
that
some fighter types benefit more from aces than others, but that applies
in
RL as well.
Brendan