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RE: [FT] Weapons Cost for firing every other turn

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Wed, 18 May 2005 15:55:21 +1000
Subject: RE: [FT] Weapons Cost for firing every other turn

1.  About 15% reduction.  Not math based, but from experience.

2.  This issue is thornier.  There is not just the failure of the weapon
to
a threshold, its also how fast it can be *repaired* again.  There would
be a
0 cost saving in points for such a system; in fact, I would probably
*increase* the points cost by 10-20% for turreted weapons.
As an example of this,
http://home.pacific.net.au/~southernskies/webgames/guns1/index.htm
One of the main advantages the ESU had vs the FCT was the speed with
which
systems could be repaired after a failed threshold (ignore the spinning
top
tactic).  Fixing a single class-3 or class-4 had a far greater effect
than
trying to fixing multiple class-2 & class-1 to generate the same
firepower.

Brendan
'Neath Southern Skies

> -----Original Message-----
> From: owner-gzg-l@lists.CSUA.Berkeley.EDU
> Subject: [FT] Weapons Cost for firing every other turn
> 
> 1. How much of a cost reduction, if any, would be right for 
> weapons which fire
> every other turn, instead of every turn?  I'm thinking of 
> Grasers but could
> extend it to other weapons.
> 
> 2. And if you put two weapons in a turret, so you have to fire 
> them at the
> same target and lose them both in the same threshold, how 
> does that affect
> them?

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