RE: [dsII]Grav, VTOL's, and Fighters
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 21 Mar 2002 12:34:09 +1100
Subject: RE: [dsII]Grav, VTOL's, and Fighters
On Thursday, March 21, 2002 12:21 PM, Brian Bilderback
[SMTP:bbilderback@hotmail.com] wrote:
> The first vehicle type to go under the knife is Grav. I want grav (or
at
> least SOME grav) vehicles to perform as in renegade legion: In
essence,
> Grav Tanks in that setting can perform like Grav vehicles in DS II OR
like
> VTOL's, plus they are capable of interface dropping sans dropship.
How
> would you add pricing for this? I was thinking of merely making all
Grav
> vehicles priced as if in a lander, but I'm not sure this is an
accurate
> reflection of the increased capabilities.
Simply cost it as a VTOL (+500% BPV) and add the drop capability (+25%
total
cost).
Include any lesser movement modes for free.
> The second is fighters. I want to be able to design an aerospace
craft
type
> (separate from standard fighters)that enter like a fighter, but
instead of
> making an attack run, can hover and drop troops (the UberOsprey for
which
I
> seek figs). I know someone will use this to build an "Harrierpache"
attack
> variant, so I want it to be possible but pricey. Suggestions as to
how to
> price these?
Fighters are already the most expensive craft to design. There's no
reason
to say that all fighters in the future don't have VTOL as standard
capabilities. Remember, aircraft in "Hover" mode are horribly
vulnerable to
missiles and direct fire weapons in the DSII rules.
It alleviates the problem of airstrips, and aerospace fighters would
need
360 degree thrust capability for space movement anyway; so no extra cost
required.
*****
Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernskies/