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Re: [GZG] Cylonbasestars+pds [SEC=UNCLASSIFIED]

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Tue, 10 Mar 2009 14:04:22 +1100
Subject: Re: [GZG] Cylonbasestars+pds [SEC=UNCLASSIFIED]

Vipers (like a lot of tv/movie) are modelled more as configurable
multi-role fighters (ie: Interceptor today, Torpedo tomorrow, Attack the
next).	Not important in one-off games, but for campaign play needs to
be taken into account.

With the lopsided kill ratio between Vipers and Raiders, I would be
inclined to model Raiders as Attack fighters.  Nasty against ships (I
remember a lot of civilian transport exploding after only one pass from
a Raider squadron, but they pop easy anyway), and needs a *lot* of
fighters to swamp Vipers.

Raptors... Mass 2 Heavy fighters (1 mass cargo, 1 mass "fighter") is the
best fit I can think of; possibly with the Primary Move reduced to 18MU.


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



________________________________

	From: On Behalf Of Robert Mayberry
	Sent: Tuesday, March 10, 2009 3:05 AM
	
	Subject: Re: [GZG] Cylon base stars [TO BE CLASSIFIED]
		
	Vipers seem to be some kind of interceptor, though they also can
perform anti-ship missions with missiles. Raptors are a kind of
all-purpose utility shuttle-- a military role not directly modelled in
Full Thrust but which I think is fantastic and should be added. 
	 
	Raiders seem to be all-purpose fighters. Either their AI is not
as good as a human pilot or they aren't optimized for dog fighting,
since Galactica has had pretty light losses compared to the massive
number of fighters they've killed. Heavy raiders seem to be like
Raptors, though bigger and more heavily armed. 
	 
	Missiles seem to be very large "torpedoes" with very long range
and hitting power (much like a MT missile). Colonial ships also use
smaller missiles that can be mounted on raptors and vipers and seem to
mostly be anti-ship weapons. 

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