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Re: [GZG] Gzg-l Digest, Vol 37, Issue 27

From: John Atkinson <johnmatkinson@g...>
Date: Wed, 29 Sep 2010 00:36:49 +0430
Subject: Re: [GZG] Gzg-l Digest, Vol 37, Issue 27

On Wed, Sep 29, 2010 at 12:12 AM, 
<gzg-l-request@mail.csua.berkeley.edu> wrote:

> Assumes that all matter is evenly distributed over the surface which
> it wouldn't really be of course.  It's a good place to start but
> probably not the best way to model what one could assume would be a
> time-based explosive ripple blasting huge chunks of ship off as it
> went up.
>
> Not all pieces would be micrometeor sized bitlets - some may be huge
> multi-ton chunks which would easily be dodged normally but in a combat
> situation sh!t happens...

The odds of that happening are pretty low, especially if you're
zipping along at a high speed already and hence the ship's formation
is loose enough to allow maneuver at those speeds - the faster you go,
the looser your formation will be.  Remember the granularity of FT is
based on d6s.  So anything that's got a more than 1/36 chance of
happening is difficult to model.

A "roll 5d6, and if they all come up ones, there's a chunk of debris
that makes an attack on a ship within 2", resolve as a missle attack"
mechanic is inelegant, and so unlikely to produce a result that most
players would ignore it.

John
-- 
"Thousands of Sarmatians, Thousands of Franks, we've slain them again
and again.  We're looking for thousands of Persians."
--Vita Aureliani
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