Re: [GZG] [FT]ModernNaval? [SEC=UNCLASSIFIED]
From: "Roger Books" <roger.books@g...>
Date: Wed, 16 Aug 2006 20:24:09 -0400
Subject: Re: [GZG] [FT]ModernNaval? [SEC=UNCLASSIFIED]
_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lHow would you deal
with a BOOM chit?
I'd run FT movement and weapon arcs and use the rest of the combat from
DS.
One good missile strike can cripple a carrier. If I wanted
survivability
I'd raise the armour.
Roger
On 8/16/06, Robertson, Brendan <Brendan.Robertson@dva.gov.au> wrote:
>
> I have seen many attempts over the years, none of them really
succeeded on
> their own to get the right feel.
>
> My feeling is that modern naval combat really need a mix of both FT
and
> DS.
> Movement from FT and a mixed DS/FT combat system.
>
> Example:
> Destroyer
> 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
> when
> 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.
>
>
> Brendan
> 'Neath Southern Skies
> http://home.pacific.net.au/~southernsk/
>
> > -----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.
> >
> > Damo
>
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