RE: interceptors
From: Ray Forsythe <erf2@g...>
Date: Mon, 13 May 2002 15:34:46 -0400
Subject: RE: interceptors
I've always assumed it was a loadout difference, say the difference
between
an F/A-18 loaded out for a MigCAP as opposed to an anti-shipping strike.
--
Ray
At 09:49 5/13/02 -0500, you wrote:
>> > > IMO, interceptors should be faster (that's why they're called
>> > > inteceptors)
>> >
>> > Not necessarily--they are catching fighters coming towards them,
not
>> > running away from.
>> >
>> > >should also be tougher to kill
>> >
>> > good idea
>> >
>> I've been bouncing around the idea that a good part of the
interceptor
>> bonus comes from their increased agility, which _should_ make them
>> harder to kill as well.
>
>Sure, make them do what you want, but make sure you cost them
correctly by
>adding all the additional costs for those modifications.
>
>The game doesn't say interceptors just hit other fighters better, it
says to
>hit other fighters better while loosing the anti-ship ability, it
costs the
>same as a normal fighter group, a subtle but important difference.
Since
>the points involoved are only dealing with those changes, don't play
>interceptors with additional ablities but use the normal 'interceptor'
cost,
>that would just increase the problems with fighters. If in your
universe
>'interceptors are also harder to hit plus faster, play them that way,
but
>make sure you cost them per their abilties to balance things out (or
attempt
>to anyway).
>
>Dean Gundberg
>
>Starship Combat News
>The latest information on Space Games and Miniatures
>http://www.star-ranger.com
>dean@star-ranger.com
>