Re: [GZG] Stargate Conversion: Goa'uld Ha'tak
From: Tom B <kaladorn@g...>
Date: Wed, 20 Jan 2010 14:51:13 -0500
Subject: Re: [GZG] Stargate Conversion: Goa'uld Ha'tak
Mark:
Yes. But if you have to configure it at the beginning of the turn and
are playing cinematic, you've still got some guesswork as you and your
target both move before you have to fire. If you configure at firing
time, yes, you'd always get optimal.
John:
1) Everything 360 to put all weapons on the same basis. If you read
the HTML link, they mention that they can reconfigure their firepower
on the fly and this is due to the spherical weapons arrangement they
have or something like that. And to avoid total cheese, that
restriction is also important. This neatly avoids any particular
manipulation of the mass towards a single arc solution.
Also, having to choose at the start of a turn might mean uncertainty
as to what weapons fit is the best. If not, that's fine, you still
payed the mass for 360 with all the ones you chose, which makes the
cost you paid for the dice you do rather standard.
2) Ships manouvered a lot more in later seasons and in the movies. I
even saw Ha'taks doing some crazy flying when T'ealc was battling
Goa'uld System Lord ships from a Ha'tak in one episode and also when
they were fighting the Ori.
3) As to the suggestion of how you could fight the Goa'uld ships....
there is a nearly infinite difference between what a ship is
technically claimed capable of and what they actually have it do in an
episode. Any capabilities of any technology or vessel vary as required
to tell a good yarn about SG-1 or Colonel Shepherd's team.
If you put Pulsars on and wedged them in that rear arc, you could do
the same thing. If I force the beams to be 360 in any configuration,
then you can't abuse the mass/arc relationships and you can do more or
less what you see in the show as far as I can see.
I'm not saying Pulsars won't work, but you won't have the ability to
dynamically reconfigure the weapons array like these ships are
supposed to have.
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