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RE: [FT] Weapon Mechanisms

From: "CS Renegade" <njg@c...>
Date: Wed, 5 Jun 2002 08:40:45 +0100
Subject: RE: [FT] Weapon Mechanisms

Anthony Leibrick wrote:

>> How do members of the list envision what
>> the various weapon mechanisms represent?
>> For example I always think of the
>> standard beam as almost a machine gun
>> type effect, it blankets the area of the
>> target with shots, the closer in the
>> higher the percentage of possible hits.

From: ~ On Behalf Of Richard and Emily Bell
Sent: 04 June 2002 22:38
Subject: Re: [FT] Weapon Mechanisms

> The model of beams being energy projectors
> that pepper a region of space where the
> ship could be is workable enough; although,
> really following through on that theme
> would be to compute range bands as a
> function of mass and thrust. This is
> actually a good way to solve the problem of
> little ships evaporating at long range.

It sounds like you want a simple target size
modifier. Easy to do under most systems; a
pig to do under FT.

> A function that I would be interested in
> testing would be a base value plus a
> modifier that depended on the (mass)^(2/3),
> minus a modifier that depended on the
> square of the thrust.

Yes, but how does that modifier get used?
Existing beam dice represent both chance to
hit and penetrating power. Ignore that and
you're in danger of creating (shudder)
General Quarters. Drop the number of dice
that are rolled? It's a very crude scale to
correct, so you would end up with obvious
pre-FB1 thresholds.

>> If you design a weapon, do you envision
>> the effect you want to simulate, and
>> design the mechanism to represent it,
>> or do you think of a neat mechanism
>> and nominate what weapon this simulates

Proper development would be to think of a
good mechanic then invent the PSB to justify
it, but a lot of past suggestions have shown
that many of us are science/science-fiction
fans who will see a concept or effect and


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