Re: [GZG] FT: Modern Naval
From: "John Brewer" <jbrewer@w...>
Date: Thu, 31 Jul 2008 23:20:56 GMT
Subject: Re: [GZG] FT: Modern Naval
I think the effect of plunging fire can be modeled using the damage
effect from a "Cutter Beam", found at the Full Thrust Weapons and
Defences Archive (Midbar Ghostworks).
JBrewer@webtv.net
"Always strive to be a good person. If you can't do that, at least
strive to be someone other than an asshole."
-----Original Message-----
From: Richard Bell
Sent: Thursday, July 31, 2008 2:52 AM
To: gzg-l@vermouth.csua.berkeley.edu
Subject: Re: [GZG] FT: Modern Naval
On Wed, Jul 30, 2008 at 5:11 PM, Thomas Pope <tpope@cs.cmu.edu> wrote:
>
> 2) The pulse combat model. FT models WWI dreadnought battles decently
well.
> It models WWII battles with carriers and screens quite well for a
space
> game. In both of those models the combat model is similar. Ships can
take
> a number of hits from almost any weapon and keep fighting. In
contrast, a
> modern warship can maybe take two missile hits before it is a mission
kill,
> but I wouldn�t count on it.
>
I am not entirely sure that FT models WWI naval battles very well.
The dreadnought era has too many really big guns with huge arcs and FT
lacks a mechanism for modelling plunging fire. It is really suited
for predreadnought naval battles. The vessels even had similar
designs to FT ships-- some big guns for long range plinking, some
medium guns for when the range closes, and a light battery to fend off
torpedo boats. Even better, most of the guns only fired in two, or
three arcs.
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