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Re: [GZG] Stargate Conversion: Goa'uld Ha'tak

From: John Tailby <john_tailby@x...>
Date: Wed, 20 Jan 2010 11:35:04 -0800 (PST)
Subject: Re: [GZG] Stargate Conversion: Goa'uld Ha'tak

_______________________________________________
Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lWhat you have
created is a very powerful configuration.

As you convert mass 60 of weapons do they all ahve to convert into 360
arc weapons or can they convert into a weapon that fires in one arc that
conveniently faces in the direction you want to shoot.

I can see it playing out thussly on a rolling table.

Configure weapons into maxmum number of weapons that bear in one rear
arc with long range firepower. Turn so that the target is in side rear
arc, accelerate away so the range is opened while taking the shots. IIRC
thats not very aligned with how the ships play out in the SG-1 universe.

IIRC ships seemed to FTL in and then take up relatively static positions
and bombard their opponents into submission or die.

I think Pulsars are a better option. The ship commander has a critical
decision abotu how to configure their weapons and therefore conduct the
fight but don't get to do it on a turn by turn basis.

________________________________
From: Indy <indy.kochte@gmail.com>
To: gzg-l@mail.csua.berkeley.edu
Sent: Thu, 21 January, 2010 7:50:43 AM
Subject: Re: [GZG] Stargate Conversion: Goa'uld Ha'tak

On Wed, Jan 20, 2010 at 10:30 AM, Tom B <kaladorn@gmail.com> wrote:

http://stargate.wikia.com/wiki/Ha%27tak
>
>I'm trying to decide how I want to simulate the Ha'tak. At one point,
>it was the sort of invulnerable ship that you needed to flee from or
>else sneak a bomb into. At other times, like later in the series when
>they had Ori and the Daedelus class BCs, it seemed like it could be
>matched up and (in the case of the Ori) overmatched.
>[...]
>This would seem to give the Goa'uld player some interesting decisions
>at the beginning of each turn (or when firing). Of course, the other
>question is do you have to pick a configuration at the start of the
>turn when plotting orders or at the time of firing? That might affect
>the costing of the flexibility, because if you pick at the beginning
>of the turn, you still have to guess what configuration will be the
>most useful. If you do it at firing time, you always pick the optimal
>configuration for the range.
>
>Obviously, I'd be interested in opinions.
>

Just off the cuff, I see the Goa'uld player devolving to four options:

1) "Target within 12 mu, my Lord."
"Rig staff weapons to B1 and fire!"

2) "Target outside of optimal B1 range, my Lord, but within 24 mu."
"<eyes glow> Rig staff weapons to B2 and fire, my minion!"

3) "Target outside optimal B1 and B2 configurations, my Lord, but within
36 mu."
"<scowl> Rig staff weapons to B3 and fire. Remaining staff weapons
unable to reconfigure are to engage any secondary targets. If this is
not possible, kill the weapons crews."

4) "Target is out side of optimal B1, B2 AND B3 range, my - gurrrk!
<falls dead>"
"<eyes flash> Navigator, get me closer to that ship! Or..."
"Y-y-yes, my Lord!"

Mk


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