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Re: [GZG] FT:XD changes, part 1

From: Damond Walker <damosan@g...>
Date: Mon, 3 May 2010 15:04:11 -0400
Subject: Re: [GZG] FT:XD changes, part 1

On Mon, May 3, 2010 at 2:33 PM, Chris Ronnfeldt <>
> Doubling the cost just changes where you transition between the two

Sure if you view that sliding scale as the only variable in play --
but it's the interaction between fighters and other assets that's
important here.  You can't build a thrust 24" ship with six beams
using the normal rules but you can start to figure out parts of it ( 2
* (120% mass for the engines) + 18 for the beams...) .	You have one
scale used to build everything -- and then fighters slapped on top of
it using an arbitrary scale.

If you were to point out fighters using the same scale what would
their points be?  A Lenov class scout is 21 points -- breaking the
rules and building a mass 1 fighter with thrust 18, a beam, and a hull
box comes out to about 13 points per fighter...   It should be more
than this but the app I'm using will only let you devote 90% of mass
to drives.  ;)

Then you would scale this down a bit because of the
meta-naval-architectural PSB (no firecon, no ftl, limited

Another option is to classify fighters as denial weapons that simply
modify the amount of firepower coming out of the ship they're
attacking....but that isn't nearly as fun as sending in a small horde
of torpedo armed fighters.

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