RE: [GZG] [FT]ModernNaval? [SEC=UNCLASSIFIED]
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 17 Aug 2006 10:18:27 +1000
Subject: RE: [GZG] [FT]ModernNaval? [SEC=UNCLASSIFIED]
I have seen many attempts over the years, none of them really succeeded
their own to get the right feel.
My feeling is that modern naval combat really need a mix of both FT and
Movement from FT and a mixed DS/FT combat system.
Mass 30 (= 30 total DS size)
Size 15 Main Hull (1/2 total size) = motive system costs etc
Size 5 Forward Turret (Superior FCS + 2 x Size 5 HVC)
Size 5 Aft Missile Battery (ZAD + 3 x Sup Heavy missiles)
Size 5 Helideck (Size 3 VTOL)
Build each part as a separate DS vehicle. In combat, weapons can be
targetted against each section.
One option with the main hull is to divide it into size 5 sections and
more than half of them are destroyed, the ship sinks.
This would give the right "feel" and should work from pre-dreadnought
through to modern. Going to make for *very* expensive vehicles from a
points POV, but that's just a scaling thing.
'Neath Southern Skies
> -----Original Message-----
> From: Damond Walker
> Sent: Wednesday, August 16, 2006 10:10 PM
> Subject: [GZG] [FT] Modern Naval?
> Hey All,
> I'm toying around with hacking together a version of FT for
> use with Modern Naval gaming. Has anyone done anything along
> these lines?
> The trouble, as I see it, is to come up with a model for the
> BILLIONS of various radars and sonars used by naval forces
> today. I want to keep things cinematic but I also want to
> capture detection of opposing forces.
> I've thought about using an opposed roll. Once detected the
> vessel stays detected throughout the game.
> OR there is the option of just BAGGING IT. Assume detection
> and game on.
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