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Re: Re: Re: Re: [GZG] Revised Salvo Missiles Update

From: <laserlight@v...>
Date: Wed, 21 Jun 2006 10:48:28 -0500 (CDT)
Subject: Re: Re: Re: Re: [GZG] Revised Salvo Missiles Update

>From: Doug Evans
>I figured you understood the first time; I know I did, 

You probably didn't have a high school graduation with all the relatives
visiting, the all night grad party, and all the clean up. I'm going to
plead a severe caffeine deficiency.

>and you can sound a bit sarcastic, even unintentionally. 

moi???

>I thought the whole idea was something other than direct fire

I thought the whole idea was to get something which feels like a
missile, which IMHO salvo missiles as written do not.

>What were the velocities in the playtesting you did?

Don't recall, probably 10 at start and approaching 20 by end. We
sometimes get to 25 or so, but usually not.

>Have to give this point to John; how you place the SM marker is
'getting it into engagement range'. Not getting your SHIP into
engagement range, 

Um, I read John's para as meaning that your job was to get the SHIP
close enough that the target didn't have time to detect the launch and
evade.

John said:
>> >If your PSB has missiles achieving relativistic speeds or
>> their own hyper drives then they might act like the rules
>> proposed.

What I proposed was a move distance of 18mu, which is fairly common for
ships and fighters. I don't see why a missile shouldn't be capable of
it. I concur that 30mu might be a bit much; if you recall, when I
suggested that, I implied that shooting targets at the edge of your
envelope would mean you'd used up most of your delta vee and make you
more likely to miss--and that would make it a lot like PTorps.

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