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Re: FT Weapon/Defense Archive Update (v3.1)

From: "Alan and Carmel Brain" <aebrain@w...>
Date: Thu, 19 Dec 2002 17:29:55 +1100
Subject: Re: FT Weapon/Defense Archive Update (v3.1)

From: "Noam Izenberg" <noam.izenberg@jhuapl.edu>

> I've updated the Full Thrust Weapon/Defense Archive to version 3.1

> If you see errors/typos/ bad links, have new contributions of your
own, 
> or have unearthed new nuggets on the web, let me know and I'll try to 
> get them into the next revision.

Outstanding.
Unfortunately, the links to my page are dead - I'll let you know when
I have a replacement.
(ie http://www.dynamite.com/~aebrain... is kaput)

Possible new additions:

1)
Missile Jamming System:
10% per ships mass (minimum 5 mass)
4 pts per mass

Effect: Roll a D6: On a 1, all missiles of whatever type targetting
that vessel are KO.

Multiple systems are possible - with 3 such systems, on a roll of
1 to 3, all missiles (SMs, MTs etc) targetting that ship are KO.

So for only 60% of the ship's mass, and an enormous expense, you
can make your ship immune to missiles. Of course, you wouldn't
have much mass available for things like thrust, FTL, screens, 
weapons etc.

2)
Artificial Intelligence Defence  (AID):
2 mass
4 pts per mass

Effect: You can roll the dice for PDS and B-1s in defence mode,
THEN (and after seeing how many missiles home in with an SM salvo)
allocate them to targets. Good for not wasting shots on understrength
fighter squads too.



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