Re: Fixing salvo missiles
From: Tom Westbrook <tom_westbrook@y...>
Date: Fri, 18 Mar 2005 09:34:20 -0800 (PST)
Subject: Re: Fixing salvo missiles
First off, my name Tom
Second, I can't truly say what if feel about SMs on
the list without a lot of censorship.
--- Inire <inire@yahoo.com> wrote:
> Westbrook! um..tell us how you REALLY feel! ;-)
>
> and all good points, really. my group grapples with
> SMs for some reason, and I keep thinking afterwards,
> '
> I'm gonna use PTs next time'.
>
> --- Tom Westbrook <tom_westbrook@yahoo.com> wrote:
> >
> > --- J L Hilal <jlhilal@yahoo.com> wrote:
> > > We have gotten our house rules for Salvo
> Missiles
> > to
> > > where we like
> > > them, and although I have given up trying to get
> > > salvo missiles really
> > > fixed officially, I think there are a number of
> > > fixes that could be
> > > made without going all the way to the "moving
> > > missile counter" method.
> > >
> > > The following ideas can be implemented
> independant
> > > of one another.
> >
> > IMO, the best way to fix them is delete them from
> > the
> > universe... like the Highlander 2 movie.
> >
> > > Idea #1
> > > The "# of missiles lock-on roll" is my biggest
> > > gripe. Replace it with
> > > a lock-on roll for each missile in the salvo.
> The
> > > missile must roll
> > > the required # or higher to successfully lock on
> > the
> > > target.
> > > 0-1 MU = 1+
> > > 1-2 MU = 2+
> > > 2-3 MU = 3+
> > > 3-4 MU = 4+
> > > 4-5 MU = 5+
> > > 5-6 MU = 6+
> > > (option: missiles which fail lock-on try against
> > > next closest target,
> > > etc. until all possible targets exausted. If
> > > missiles from a salvo
> > > attack more than 1 target, maybe split salvo for
> > PD
> > > purposes)
> > > Missiles suffer -1 to hit per level of ECM
> > > (enhanced, superior) and -1
> > > per level of stealth hull.
> >
> > SMs are dumber than dumb. They are like a flak
> load
> > and the target basically runs into them, so there
> is
> > potential for a total miss. To say that SMs can
> now
> > seek another target misses the point of SMs. BTW,
> > are
> > you planning to now say that SMs have a 54 mu
> range
> > to
> > account for the additional fuel load, now you have
> > to
> > increase the mass of each missile to account for
> the
> > additional fuel, oh, and now I need to account for
> > the
> > smarter electronics (i.e. targeting at up to range
> > 6),
> > so increase the mass some more...
> >
> > Are you halving the targeting range when using
> > vector
> > movement?
> >
> > ECM has no effect on targeting systems by the FB.
> If
> > you do that then I want the opponent to roll
> 4+(1d6)
> > to lock a fire control onto my ships [one try per
> > FCS]
> > for my using ECM systems in normal space and I
> can't
> > be targeted in a nebula. It might open a
> Pandora's
> > box.
> >
> > > Idea #2)
> > > Salvo Missile Racks are really underutilized.
> To
> > > encourage their use,
> > > change SMR to 3 MASS & 12 PV (4 per MASS) or 15
> PV
> > > (5 per MASS)
> >
> > I wouldn't use them EVEN IF thats all there is.
> For
> > that mass, give me a pulse torpedo.
> >
> > > Idea #3)
> > > 1-arc SML = 2 MASS
> > > 5 arc SML = 4 MASS
> > > if also adopt #2 above, 1- and 5-arc SMRs have
> > same
> > > mass as
> > > corresponding SML, but 4 or 5 PV/MASS.
> >
> > (see comments under idea 5)
> >
> > > Idea #4)
> > > SM magazines take threshold checks as protected
> > > systems (like Core Systems)
> >
> > Don't like it, otherwise you may as well move ALL
> > the
> > weapons into that protected status. I think
> that's
> > the risk of having explosive warheads and fuel in
> > such
> > close proximity to each other when being hit by
> > large
> > destructive measures. I know that the grunts (at
> > least) accept that risk.
> >
> > > Idea #5)
> > > change SM magazine to 3 MASS for 1st salvo, +2
> > MASS
> > > for second salvo,
> > > +1 MASS per additional salvo, and 6 PV per
> salvo.
> >
> > Make the weapon system better and cheaper. Sounds
> a
> > lot like SFB to me. Not today nor tomorrow.
> >
> > > Idea #6)
> > > Change ER missiles to be interchangable with
> > > standard SMs, but have
> > > +50% range (compared to standard missiles) and
> 1d3
> > > damage.
> > > Add Long Range (LR) missiles with +100% range
> and
> > 1
> > > pt damage.
> > > Add Heavy warhead missiles with -33% range and
> 2d6
> > > damage.
> > > Add X-Heavy warhead missiles with -50% range and
> > 3d6
> > > damage.
> >
> > ERSMs and SM are interchangeable when using the
> SML.
> >
> > Might ever so grudgingly look at it.
> >
> > __________________________________________________
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>
> Jeff "My dice hate me!" Fearnow
> Gaming to keep War out of RealTime!
>
> "'DESTROY THE WITNESSES!!. Chaffing aside, I have no
> answer: I Excrete Sour Cream!" www.wigu.com, 29 Jan
> 2003
>
> XT350/DOD#1890
>
> AND don't forget: Serenity releases 30 September!
>
>
>
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