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Coordinated Fleets

From: "B Lin" <lin@r...>
Date: Fri, 12 Mar 2004 10:20:02 -0700
Subject: Coordinated Fleets

Following the thread on Co-ordinated fleets, here are some off the cuff
ideas:

CCC ships - with a certain allocation (1 mass, 3 points per unit) a CCC
center is setup on a ship.  A group of ships equal in number to the mass
of the CCC center may fire at the same time (the CCC provides the
coordination data for simultaneous time on target solutions that allow
all the firing ships to have their fire reach a specific target at the
same time).

One one CCC may be in use on a ship at a time, each CCC is a separate
system marker.	Each firing ship can only receive data from one CCC at a
time, so is not allowed to split fire, even if it has multiple FC's.

Range of a CCC is 12 MU (or 24 depending on play balance)

This will have more of an effect if the standard "alternating side"
firing order is used, as it will alllows CCC'd ships to pack more punch
in a single firing phase over individual ships.  In the case of
simultaneous firing games, perhaps the CCC should allow a "dice bonus"
of 1 extra die per 4 or 5 (rounded down) to simulate the better
"bracketing" of the target by such a co-ordinated attack.

AEGIS Area Defense Ships - Ships armed with the AEGIS Area Defense Fire
Control and Weapon systems are specialized anti-fighter and anti-missile
platforms (mass 3, 9 points per system) which allows the carrying ship
to engage fighters and missiles at range 12 MU doing 1-6 POINTS of
damage per shot.  One group of fighters or missiles may be engaged by
each AEGIS system. AEGIS has no-anti-ship capability.

Shield Ships - Oversized Shield generators (mass =R squared, R squared
*2= points, level 1 only) that project out to R MU. Shield size is fixed
and can not be altered during a battle (i.e. if you have a range 4
shield and decide to start the battle with the range as 3, it is fixed
at 3 for the battle.)  Ships within the generator range appear as if
they had one extra shield (up to a maximum of 2).

Projected shields are not allowed to overlap, shield ships must maintain
their distance If their shield zones overlap, roll a systems check (-1
per overlap) on the generator to see if it overloads.

In addition, the Shield ship must have FC to allow other ships to fire
out of the shielded zone without penalty, one FC per firing ship (this
is to co-ordinate the openings in the shield with the firing ship)  For
instance if a shield ship had only 3 FC's but was shielding 8 ships,
only 3 ships could fire out of the shielded area without penalty per
turn, otherwise the OPPONENT would receive the +1 shield bonus. 

Mobile Minefields, Laser/Beam Constellations

Laid and controlled by specialized systems these small, mobile weapons
form a "shell" around the operating ship.  Each weapon is mass 1, 3
points and is basically an un-manned fighter.  The control system is an
enhanced fire control (2 mass, 6 points) which can target multiple short
range targets at once.	The launching system costs 1 mass (2 points) per
launch tube. Various weapons are available - standard AF/AM beams (treat
as standard fighter), Energy Torpedo warheads (treat as Torpedo, Short
range only, single shot) or "death blossom" single-shot AF/AM munitions
(treat as scattergun vs fighter/missile only).	The constellation covers
an area up to 12 MU from the operating ship (this includes the ranges of
all the weapons, so a torpedo unit can only fire at a target up to 12 MU
from the mother ship, not 12 MU plus short torpedo range).  The
constellation can move at a max velocity of 24 MU per turn, if the
operating ship moves faster, then any deployed units are lost as t!
 hey fall out of communication/co-ordination range.  Deployed units can
only be recovered by specialized Mass 4 "tugs" which require a Hangar to
operate.  

Just some thoughts,

--Binhan

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