Prev: Re: FMA Thrust v0.5 Next: FMA Thrust 0.5

Re: FMA Thrust v0.5

From: "laserlight@q..." <laserlight@quixnet.net>
Date: Wed, 4 Jun 2003 15:15:03 -0400
Subject: Re: FMA Thrust v0.5

>Just a suggestion - wouldn't it be better to have hull blocks based on
some proportion of hull integrity (say hull blocks = [hull boxes +
armour boxes]/10 ?)

you could do it that way but you might want to calculate the weapons
differently--otherwise you'd have a 10% hull ship with FPd12 while the
same
number of weapons on a 50% hull would be 5d4

>Might be better to base firepower on the total _cost_ of weapons, say
FP = total cost of weapons/(# hull blocks x 3) - otherwise the KV and
Phalons are getting a slight downgrade here :-)

Good.  Haven't really decided how best to handle KV as they're an
all-or-none affair with their one-arc-weapons, but 

>With my suggestion of basing hull blocks on hull boxes + armour, you
could base this on shields (it becomes a 'shield die'):
No shields: d4, 1 shield: d6, 2 shields or vapour shroud: d8
against shield ignoring weapons always use the d4.

okay, although we'd want to look at how much shields affect beams and
compare with how much a die shift affects it (eg shield-1 might be UP2
instead of UP1).

Doug asked how I'd determine range -- I already explained that <grin>
:
> subtract range [handwave, handwave],

In fact, I'm thinking to use the Quality Die plus a player-determined
DRM
(based on how aggressive you want to be) to determine range.  However,
it
has to be non-symmetrical to allow for the possibility that you'll get
behind him--his effective range to you is high, while your range to him
is
short.

--------------------------------------------------------------------
mail2web - Check your email from the web at
http://mail2web.com/ .

Prev: Re: FMA Thrust v0.5 Next: FMA Thrust 0.5