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RE: [GZG] [FT]ModernNaval? [SEC=UNCLASSIFIED]

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 17 Aug 2006 10:30:35 +1000
Subject: RE: [GZG] [FT]ModernNaval? [SEC=UNCLASSIFIED]

I'd treat the *boom* chit as normal (but maybe remove half of them from
the
bag).  
Lucky hits against magazines etc are still possible; the main hull
compartmentalization is the leading issue of how to model (thinking some
more, maybe size 10 hull sections to show compartments - but then
mobility
damage etc needs some thinking about). 

Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernsk/

> -----Original Message-----
> From: Roger Books
> Sent: Thursday, August 17, 2006 10:24 AM
> Subject: Re: [GZG] [FT]ModernNaval? [SEC=UNCLASSIFIED]
> 
> How 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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