Re: [GZG] Stargate Conversion: Goa'uld Ha'tak
From: Indy <indy.kochte@g...>
Date: Wed, 20 Jan 2010 15:08:04 -0500
Subject: Re: [GZG] Stargate Conversion: Goa'uld Ha'tak
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http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lOn Wed, Jan 20,
2010 at 2:51 PM, Tom B <kaladorn@gmail.com> wrote:
> 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.
Usually very little if you're reasonably experienced with FT playing.
Given
your velocity and your opponents, they are either going to be in one
range
band or the other, and it's usually not terribly hard to figure out
which.
If you configure at firing
> time, yes, you'd always get optimal.
>
And then there's that!
> 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.
>
Configuring on the fly suggests to me configuring at the time of firing.
Hence always optimal configuration every turn.
> 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.
>
T'ealc learned from the Hu'mans. :-)
>
> 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.
>
Yep. As with almost any show or movie. B5, iirc, is one of the few that
came
the closest to keeping things the same throughout (once introduced on
the
table, that is).
>
> 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.
>
And as John stated, having that dynamic reconfiguration capability makes
them damned powerful for the current flavors of FT weaponry. Without
doing a
numbers churn (not my thing), I would at the very least double the mass
(and
cost) of said weapon system as compared to the equivalent beam.
Mk