Re: [FT] squadron suggestions
From: Doug Evans <devans@n...>
Date: Wed, 22 Jun 2005 12:35:05 -0500
Subject: Re: [FT] squadron suggestions
> This kind of "break point advantage" existed in
> FT2 but was eliminated in FT2.5. I'd hate to see it reinstituted.
I have to admit the idea of 'adding to range bands' has some appeal,
especially if you do it in increments or fractions rather than simply
doubling, therefore smoothing breakpoints. Adding an MU or so wouldn't
have
an effect most of the time, but would push a target just out of range,
or
lose a hit die, just often enough to be interesting. And really
small(?),
stealthy, or jinky targets could sneak up on top of you before you could
shoot.
By the way, I mention fractions in case you want to increase by, say, a
quarter, a third, whathaveyou, so that weapons with different range
bands
might have the same effect, proportionally.
I can't help but feel that it would get complicated enough to put folks
off. I've a friend that loves Evil Empire(tm) for the dice mechanic I
hate
everytime I shoot: roll to hit, roll to wound, roll to save, each WITH
modifiers and special automatics (auto hit or auto wound or no save).
'You
don't have to do table look ups.'
I don't point out just how much he DOES have memorized...
The_Beast