Scan Jammer

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: New Rules: (G) New Systems: Scan Jammer
By Jim Ryan (Jrr) on Thursday, January 19, 2006 - 04:22 am: Edit

(G__.0) SCAN JAMMER
Scan jammers block scanners making a unit harder to hit. The effect is energy intensive. _____ are equipped with this device.
(G__.1) GENERAL
(G__.11) Scan jammers are designated as SCJ on the SSD.
(G__.12) Scan jammers are destroyed on ______ hits.
(G__.13) Scan jammers cost _____ repair points to repair. They cannot be partially repaired or repaired as any other system.
(G__.14) Scan jammers block the scanners of other units. They do not affect lock-on except for the range added by (G__.221).
(G__.15) Scan jammers cannot operate if a unit is erratic maneuvering.
(G__.16) Scan jammers do not affect fire control.
(G__.17) Scan jammers cannot be voided.
(G__.18) No unit can have more than one scan jammer.
(G__.19) Units smaller than size class 5 cannot have a scan jammer installed.
(G__.2) OPERATION
(G__.21) ACTIVATION
(G__.211) Scan jammers are activated or deactivated during the Activate/Deactivate Cloaking Device Step of the Cloaking Device Stage of any impulse.
(G__.212) If the device has not been operated for eight or more impulses, the owning player may announce that it has been activated during the Cloaking Device Stage of the Sequence of Play. The device is activated immediately.
(G__.213) If the device is operating, the owning player may announce that it has been deactivated during the Cloaking Stage of the Impulse Activity Segment of any impulse. At that point, the device is off and the ship immediately loses the (G__.301) benefit.
(G__.22) EFFECT
(G__.221) Scan jammers add one hex to the effective range (for all purpose) for each impulse of operation.
(G__.222) The added hexes are added with the actual range and any scanner range adjustments.
(G__.223) If effective range exceeds the targeting range of a weapon (including seeking weapons) that weapon cannot fire at that target.
(G__.23) The unit operating the scan jammer suffers the same effects (G__.22) when targeting another unit.
(G__.24) EXAMPLES
(G__.241) A firing unit with a scanner rating of zero is two hexes from its target. The target unit has been operating a scan jammer for ten impulses. The firing unit must add ten hexes to its effective range for all fire and targeting. The effective range is twelve.
(G__.242) A firing unit with a scanner rating of zero is at range zero with its target. The target unit has been operating a scan jammer for ten impulses. The firing unit must add ten hexes to its effective range for all fire and targeting. The effective range is ten.
(G__.243) A firing unit with a scanner rating of three is five hexes from its target. The target unit has been operating a scan jammer for six impulses. The firing unit must add nine hexes to its effective range for all fire and targeting. The effective range is fourteen.
(G__.244) A firing unit with a scanner rating of nine is three hexes from its target. The target unit has been operating a scan jammer for two impulses. The firing unit must add eleven hexes to its effective range for all fire and targeting. The effective range is fourteen
(G__.245) A firing unit with a scanner rating of five is twenty hexes from its target. The target unit has been operating a scan jammer for twelve impulses. The firing unit must add seventeen hexes to its effective range for all fire and targeting. The effective range is thirty-seven. This unit could not fire drones (effective targeting range – 35 hexes) at the target.
(G__.3) ENERGY COST
(G__.31) Energy must be paid to operate a scan jammer. This energy can be from any source (exception: some alternative drives).
(G__.32) Operating energy can be allotted during energy allocation, with reserve power or with contingent reserve.
(G__.32) A unit’s cost to operate a scan jammer for one impulse is equal to the cost of moving the unit one hex. Allot an amount of energy equal to the movement cost times the number of impulses you wish the unit to operate the scan jammer.
(G__.33) Alternative drive units pay a number of movement points equal to the number of impulses they wish to operate the scan jammer. Alternate drive units must be allot this energy and cannot use reserve power.
(G__.34) If the scan jammer is not active during part (or all) of the allotted number of impulses the unused energy cannot be recovered.
(G__.35) The energy paid to operate a scan jammer does not produce EW, negative tractor, or any other effect for the operating unit.
(G__.36) A unit cannot pay extra cost in order to avoid any restrictions applied by these rules.
(G__.4) COMBAT
(G__.41) Enemy units can lock-on to the operating unit. The scan jammer affects only the effective range.
(G__.42) There is no range penalty beyond the (G__.221) penalty when calculating effective range unless the firing unit has taken scanner damage.
(G__.43) Seeking weapons cannot be fired at a target beyond their targeting (or maximum) range.
(G__.44) DIRECT FIRE WEAPONS
(G__.441) For direct-fire weapons, use effective range to determine the probability of a hit. If range (adjusted for the scan jammer) exceeds the maximum range of a weapon, it is obvious that the weapon won’t damage the target.
(G__.442) For phasers, fusion beams, and tractor-repulsor beams, use effective range to determine the damage caused by the weapon.
(G__.443) For disrupters, plasma bolts, hellbores, plasmatic pulsar devices, armed probes, and photon torpedoes, use true range to determine the damage caused by a hit.
(G__.444) ADDs can be fired at units operating scan jammers. The firing range is adjusted as any direct fire weapon.
(G__.445) Weapons with a specified minimum range (e.g. non-overloaded photon torpedoes or disruptors, PPDs, etc.) cannot be fired if the true range is less than the minimum, even if effective range is greater than the minimum.
(G__.446) Overloaded direct-fire weapons may be fired at a unit operating a scan jammer. Feedback damage from overloaded weapons is not reduced.
(G__.45) Effective range is used for tactical intelligence.
(G__.46) Units can lock-on to units operating scan jammers. They can use tractors, transporters, and any system with the scanner range adjustments.
(G__.47) Maulers (and similar weapons) can fire at units operating scan jammers by adjusting the range for scanner effects.
(G__.48) Scan jammers do not affect fire control and cannot be voided.
(G__.5) DESTRUCTION
(G__.51) A scan jammer can be destroyed, but not captured, by hit and run raids. Guards can be assigned. If an active scan jammer is destroyed all effects cease immediately.
(G__.52) If a unit is in danger of being captured (i.e. enemy marines on board or crippled and held in an enemy tractor beam), the owning player can try to destroy the scan jammer during the Cloaking Stage of any impulse (only once in 32 consecutive impulses). The chances are the same as those of destroying the unit. This can be done even if the device is operating. If it is destroyed all effect cease immediately. The modifiers in (D7.7) apply. A Legendary Officer can only affect one of these. The “attempt to block self-destruction" procedure does not apply to the Scan jammer.
(G__.53) If the scan jammer is not operating and enemy marines are not on board, destruction can be attempted once in the Initial Activity Phase of each turn, with a 1-4 chance of success (1-5 if attempted by a legendary captain or engineer). If the device is operating, it can only be destroyed using (G__.52).
(G__.54) A destroyed scan jammer can be repaired by (D9.45).
(G__.6) EFFECTS
(G__.61) All systems, weapons, units, etc. affected are only affected by the (G__.221) effect.
(G__.62) Scan jammers have only the (G__.221) affect on the following: labs, transporters, monsters, cloaking devices, tractor beams, direct fire weapons and systems, seeking weapons, docking,
Shuttles, wild weasels, PFs and seeking weapons operate normally.
(G__.62) Scan jammers have no affect on the following: mines, terrain, web, ship explosions, EW, WW, maneuvering, boarding, ESGs,

By Jeff Wile (Jswile) on Thursday, January 19, 2006 - 07:07 am: Edit

Are not "Cheap Mission Kill" proposals on the auto reject list?

Rule G_.221 seems to be the key, and if you increase the effective range beyond the point where enemy ships can target the skan jammer vessel, it is effectively mission killed.

By Troy J. Latta (Saaur) on Thursday, January 19, 2006 - 08:39 am: Edit

Because of the power this thing soaks up, I don't see it as any worse than the Vudar IPG.

By John Trauger (Vorlonagent) on Thursday, January 19, 2006 - 12:48 pm: Edit

Point 1: Combining this with a cloak makes the cloaked ship near-invulnerable while in operation.

Roms would love this thing, especially for a base-assault. They set the jammer humming for a few impulses, de-cloak, fire plasma, then re-cloak.

Second: There should be an upper-limit on the jammer's effectiveness.

With no upper limit, imagine this device combined with the spare power X-ships have available.

We are talking massive rules issues here.

Good in theory but it assumes that energy or the jammer will be competing with other uses. In situations where it isn't (any time the ship is stationary), the jammer becomes insanely powerful.

By Jim Ryan (Jrr) on Thursday, January 19, 2006 - 05:17 pm: Edit

How long could you pay the power cost to use this and a cloak?

Perhaps the power cost should be increased (doubled?)to limit the strength and amount of time the device can be used.

If a unit is sitting still it will be vulnerable to seeking weapons and units will be able to approach to range 0.

By Jonathan Biggar (Jonb) on Thursday, January 19, 2006 - 06:37 pm: Edit

And star-castlers would love it too.

This thing is essentially an improved cloaking device without most of the disadvantages.

By John Trauger (Vorlonagent) on Thursday, January 19, 2006 - 09:06 pm: Edit

Jim, a cloaked ship need only pay for the jammer during the time it spends uncloaked along with some run-up.

To take an extreme example: the Skyhawk-AX. This ship generates 29 points of power, has 18 points in batteries.

Its cloak cost is 6, leaving it the power curve of a non-X Skyhawk, easily allowing it the energy to maneuver, arm weapons, etc. without digging into its batteries. It has the power to make a high speed-attack run under both cloak and jammer defense. It could run its scan jammer 3 impulses ahead of decloak and drop it at the end of re-cloak. This will run a total of 14 impulses.

3 impulses: jammer run-up under cloak
5 impulses: de-cloaking
1 impulse: uncloaked.
5 impulses: re-cloaking
--
14 impulses

With 3 impulses of run-up, it would be impossible for any ship to ever fire with an adjusted range less than 8.

The SK-AX's move cost is 1/2, meaning the power cost for the jammer is 7, something the SK-AX can pay from batteries, no sweat.

With the reserve power it has, and lots of impulses under jammer (say while cloaked) a SK-AX could run up under the nose of a B-10 and fear little besides its disruptors. With no upper-limit on the added distance, ANY ship able to finance 32 impulses' worth of jamming could achieve invulnerability once it got to a shift of +40 or more. An X-ship such as the SK-AX could move and fight reasonably well while financing an ever-upward spiralling invulnerability.

The rule need some work at the very least. IMHO, it's in "just say no" territory.

By Troy J. Latta (Saaur) on Thursday, January 19, 2006 - 09:41 pm: Edit

What if the price increased depending on how long you're under? A la the SFG?

By Jim Ryan (Jrr) on Friday, January 20, 2006 - 05:06 am: Edit

Good Idea Troy. Another possibility would be to limit the maximum effect (9 or 10 hexes?).

By Jim Ryan (Jrr) on Friday, January 20, 2006 - 06:55 am: Edit

Try this:
(ID4.0) SCAN JAMMER
Scan jammers block scanners making a unit harder to hit. The effect is energy intensive. _____ are equipped with this device.
(G__.1) GENERAL
(G__.11) Scan jammers are designated as SCJ on the SSD.
(G__.12) Scan jammers are destroyed on ______ hits.
(G__.13) Scan jammers cost ____ repair points to repair. They cannot be partially repaired or repaired as any other system.
(G__.14) Scan jammers block the scanners of other units. They do not affect lock-on except for the range added by (G__.221).
(G__.15) Scan jammers cannot operate if a unit is cloaked or erratic maneuvering.
(G__.16) Scan jammers do not affect fire control. They require active fire control to function.
(G__.17) Scan jammers cannot be voided.
(G__.18) No unit can have more than one scan jammer.
(G__.19) Units smaller than size class 4 cannot have a scan jammer installed.
(G__.2) OPERATION
(G__.21) ACTIVATION
(G__.211) Scan jammers are activated or deactivated during the Activate/Deactivate Cloaking Device Step of the Cloaking Device Stage of any impulse.
(G__.212) If the device has not been operated for eight or more impulses, the owning player may announce that it has been activated during the Cloaking Device Stage of the Sequence of Play. The device is activated immediately.
(G__.213) If the device is operating, the owning player may announce that it has been deactivated during the Cloaking Stage of the Impulse Activity Segment of any impulse. At that point, the device is off and the ship immediately loses the (G__.301) benefit.
(G__.22) EFFECT
(G__.221) Scan jammers add one hex to the effective range (for all purpose) for each impulse of operation.
(G__.222) The added hexes are added with the actual range and any scanner range adjustments.
(G__.223) If effective range exceeds the targeting range of a weapon (including seeking weapons) that weapon cannot fire at that target.
(G__.23) The unit operating the scan jammer suffers the same effects (G__.22) when targeting another unit.
(G__.24) EXAMPLES
(G__.241) A firing unit with a scanner rating of zero is two hexes from its target. The target unit has been operating a scan jammer for ten impulses. The firing unit must add ten hexes to its effective range for all fire and targeting. The effective range is twelve.
(G__.242) A firing unit with a scanner rating of zero is at range zero with its target. The target unit has been operating a scan jammer for ten impulses. The firing unit must add ten hexes to its effective range for all fire and targeting. The effective range is ten.
(G__.243) A firing unit with a scanner rating of three is five hexes from its target. The target unit has been operating a scan jammer for six impulses. The firing unit must add nine hexes to its effective range for all fire and targeting. The effective range is fourteen.
(G__.244) A firing unit with a scanner rating of nine is three hexes from its target. The target unit has been operating a scan jammer for two impulses. The firing unit must add eleven hexes to its effective range for all fire and targeting. The effective range is fourteen
(G__.245) A firing unit with a scanner rating of five is twenty hexes from its target. The target unit has been operating a scan jammer for twelve impulses. The firing unit must add seventeen hexes to its effective range for all fire and targeting. The effective range is thirty-seven. This unit could not fire drones (effective targeting range – 35 hexes) at the target.
(G__.3) ENERGY COST
(G__.31) Energy must be paid to operate a scan jammer. This energy must be Warp energy (exception: some alternative drives).
(G__.32) Operating energy must be allotted during energy allocation. It cannot be reserve power.
(G__.32) A unit’s cost to operate a scan jammer for one impulse is equal to the cost of moving the unit one hex. Allot an amount of energy equal to the movement cost times the number of impulses you wish to operate the scan jammer.
(G__.33) Alternative drive units pay a number of movement points equal to the number of impulses they wish to operate the scan jammer. Alternate drive units must be allot this energy.
(G__.34) If the scan jammer is not active during part (or all) of the allotted number of impulses the unused energy cannot be recovered.
(G__.35) The energy paid to operate a scan jammer does not produce EW, negative tractor, or any other effect for the operating unit.
(G__.36) A unit cannot pay extra cost in order to avoid any restrictions applied by these rules.
(G__.37) COOLING
(G__.371) Due to the large amount of energy required for their operation scan jammers must cool down after being deactivated.
(G__.372) For each impulse of operation the device must cool for one impulse.
(G__.373) Energy to operate the scan jammer cannot be allotted during this cooling period.
(G__.4) COMBAT
(G__.41) Enemy units can lock-on to the operating unit. The scan jammer affects only the effective range.
(G__.42) There is no range penalty beyond the (G__.221) penalty when calculating effective range unless the firing unit has taken scanner damage.
(G__.43) Seeking weapons cannot be fired at a target beyond their targeting (or maximum) range.
(G__.44) DIRECT FIRE WEAPONS
(G__.441) For direct-fire weapons, use effective range to determine the probability of a hit. If range (adjusted for the scan jammer) exceeds the maximum range of a weapon, it is obvious that the weapon won’t damage the target.
(G__.442) For phasers, fusion beams, and tractor-repulsor beams, use effective range to determine the damage caused by the weapon.
(G__.443) For disrupters, plasma bolts, hellbores, plasmatic pulsar devices, armed probes, and photon torpedoes, use true range to determine the damage caused by a hit.
(G__.444) ADDs can be fired at units operating scan jammers. The firing range is adjusted as any direct fire weapon.
(G__.445) Weapons with a specified minimum range (e.g. non-overloaded photon torpedoes or disruptors, PPDs, etc.) cannot be fired if the true range is less than the minimum, even if effective range is greater than the minimum.
(G__.446) Overloaded direct-fire weapons may be fired at a unit operating a scan jammer. Feedback damage from overloaded weapons is not reduced.
(G__.45) Effective range is used for tactical intelligence.
(G__.46) Units can lock-on to units operating scan jammers. They can use tractors, transporters, and any system with the scanner range adjustments.
(G__.47) Maulers (and similar weapons) can fire at units operating scan jammers by adjusting the range for scanner effects.
(G__.48) Scan jammers do not affect fire control and cannot be voided.
(G__.5) DESTRUCTION
(G__.51) A scan jammer can be destroyed, but not captured, by hit and run raids. Guards can be assigned. If an active scan jammer is destroyed all effects cease immediately.
(G__.52) If a unit is in danger of being captured (i.e. enemy marines on board or crippled and held in an enemy tractor beam), the owning player can try to destroy the scan jammer during the Cloaking Stage of any impulse (only once in 32 consecutive impulses). The chances are the same as those of destroying the unit. This can be done even if the device is operating. If it is destroyed all effect cease immediately. The modifiers in (D7.7) apply. A Legendary Officer can only affect one of these. The “attempt to block self-destruction" procedure does not apply to the Scan jammer.
(G__.53) If the scan jammer is not operating and enemy marines are not on board, destruction can be attempted once in the Initial Activity Phase of each turn, with a 1-4 chance of success (1-5 if attempted by a legendary captain or engineer). If the device is operating, it can only be destroyed using (G__.52).
(G__.54) A destroyed scan jammer can be repaired by (D9.45).
(G__.6) EFFECTS
(G__.61) All systems, weapons, units, etc. affected are only affected by the (G__.221) effect.
(G__.62) Scan jammers have only the (G__.221) affect on the following: labs, transporters, monsters, cloaking devices, tractor beams, direct fire weapons and systems, seeking weapons, docking,
Shuttles, wild weasels, PFs and seeking weapons operate normally.
(G__.62) Scan jammers have no affect on the following: mines, terrain, web, ship explosions, EW, WW, maneuvering, boarding, ESGs,

By Paul Stovell (Pauls) on Friday, January 20, 2006 - 07:03 am: Edit

It would perhaps be sensible to add the jammer as something that voids the cloaking device. It makes sense as this big white noise generator might help lock on to the supposed cloaking vessel.
I think the effect should be limited to say the highest sensor box of the generating ship so 6 impulses.
The biggest issue here is that for one point of power a ship can effectively generate a 1 shift at the margins of any range band. For example engaging a federation ship at range 8 if the ship could fire at range 8 and force the photons from 1-3 to 1-2 to hit ect.
I can see this might work on a new race that had biult in disadvantages to cope with this, as an add on for current ships it would be a non-starter IMHO

By John Trauger (Vorlonagent) on Friday, January 20, 2006 - 01:44 pm: Edit

This is another form of EW, only this one has no countermeasure associated with it.

Paul's modification doesn't change this.

If and I do mean IF, this were to be considered seriously, the effect of the jammer would need to be capped at 2-3, not 9 or 10. We want enough to tip a range bracket and nothing more.

9-10 is very close to "invulnerable" as it reduces phaser damage to near-nothing and makes enemy overloads useless. the enemy would be completely dependent on seeking weapons to score meaningful damage on a ship running a jammer.

Finally. consider interactions with EW. I can send in a mauler running high ECM and jammer. Add an ECM loan from a scout and a late-model mauler such as the Flamehawk can pretty much pick its engagement range (i.e. point blank) with little fear of reprisal.

God help anyone facing andros using this system. It's 1) a great way to waste power if the andro's batteries are full and 2) a great defense on attack runs.

The idea is redundant to EW, immensely powerful in the hands of any ship with large amounts of reserve power and hits especially hard races that are DF-primary. (it would especially ruin the hydrans and the Feds)

For all these reasons, this idea fails muster, IMHO.

By Jim Ryan (Jrr) on Friday, January 20, 2006 - 07:53 pm: Edit

See the revised version

(G__.3) ENERGY COST
(G__.31) Energy must be paid to operate a scan jammer. This energy must be Warp energy (exception: some alternative drives).
(G__.32) Operating energy must be allotted during energy allocation. It cannot be reserve power.

That should solve the reserve power problem?

(G__.37) COOLING
(G__.371) Due to the large amount of energy required for their operation scan jammers must cool down after being deactivated.
(G__.372) For each impulse of operation the device must cool for one impulse.
(G__.373) Energy to operate the scan jammer cannot be allotted during this cooling period.

That will keep players from turning it on and off at their leisure.

(G__.16) Scan jammers do not affect fire control. They require active fire control to function.

Cloaked ships with fire control?

And yes - this was originally designed for a race that I no longer wish to finish (as were many of my proposals). Perhaps someone else can use them?

By John Trauger (Vorlonagent) on Saturday, January 21, 2006 - 02:34 pm: Edit

It helps.

You may also with to go the ESG route and give it an announcement phase. 4 impulses lead time ought to be about right.

You may wish to give it a set level of effect. It's on, you add X hexes to the effective range.

What happens when a scan jammer is on at imp 32? Does the player have the option of continuing it into next turn?

Why or why not? What are the relevant issues?

By Jim Ryan (Jrr) on Saturday, January 21, 2006 - 04:55 pm: Edit

John:
Thinking about a maximum effect. It is a bit powerful - was meant for a race using packs (3-12) PF size units only - big 1x punch (automatic & almost a monster). What do you think may work? I'm thinking somewhere in the 7-10 range?

The player can continue operation into the next turn. The only difference will be the addition to the cool down period.

By John Trauger (Vorlonagent) on Monday, January 23, 2006 - 02:06 pm: Edit

Jim,

Adding SEVEN TO TEN HEXES of effect?

No.

2. At most 3.

Are trying to make a jamming ship virtually immune to phasers, fusions and overloaded weapons?

Why don't you step back and tell me what sort of unit is supposed to be using this.

By Jim Ryan (Jrr) on Monday, January 23, 2006 - 04:42 pm: Edit

John:
Checked the units these were designed for. Small SC4 units operating in groups of 4-8 under robot rules. Excellent defense & one-time punch. Few internals & short on power to reload (or keep device operating & move at the same time).
Almost a one punch monster.
It does not seem adaptable to existing races without massive changes.
A 2-3 effect is probably not worth the energy expenditure. Have to try it. May even start playing again.

By John Trauger (Vorlonagent) on Tuesday, January 24, 2006 - 01:02 pm: Edit

At 7 hexes, no ship can hit your unit wth overloads at a greater true range than 1.

When you say "small SC4" do you mean FF size or Pol size?

What weapons do they use?

By Jim Ryan (Jrr) on Wednesday, January 25, 2006 - 02:17 am: Edit

John
I never completed them. They were POL size, used a different drive and shield system. Never got as far as the weapons - had them set up with option mounts for testing (never completed).

They stood up well until hit.

They were robot ships from a different galaxy/universe sent out to clear the way for their owners. They got here through transfer terrain (posted and removed). They operated in groups of 4-8 and there were never many groups around; just an occasional threat/challenge. Something to play with.

I never considered scan jammers for standard units. Just posted them to see if they generated any interest.

By John Trauger (Vorlonagent) on Wednesday, January 25, 2006 - 12:41 pm: Edit

Well you got your interest, but it wasn't positive.

A specialty gimmick like this has to incorporate aspect of weapon and ship design so it's fun to play *against* as well as fun to play. (nod to Ken Burnside). When the device functions so as to suddenly destroy how a ship normally operates, it may not be all that fun to play against.

Example: Your critters would tend to want to adopt tactics of making high-speed passes, clipping overload range while the device is on and running away. With a 7-shift, the modified range is 14, meaning ovedrloads can't hit, damage from phasers smaller than P-4's are next to nothing (and with a favorable EW shift on top of the jammer, phasers can be reduced to almost nothing). Only disruptor-armed ships who could still hit your creations (with standard disruptors only) would be at all effective holding onto their 1-4 shot. A +9 jammer would drop disruptors to 1-3.

I don't think this is what you want.

Your units need a motivation to come in closer and mix it up and need a scan jammer that allows the opponent to affect them.

If your critter has weapons that are marginal outside range-5 and has a scan-jammer that gives a +3 result then there's strong reason to want to close to at least 5. Their P-1s hit on the range-8 column and yours hit on the range-5 column and overloads hit at range-8 also. It doesn't address the combination of a scan jammer and an ECM shift.

At that point I have to ask why you don't simply drop the jammer concept and use some form of intense ECM. For an example of this, check out the Sharkhunter simulator race.

By Jim Ryan (Jrr) on Thursday, January 26, 2006 - 07:20 pm: Edit

John

How could they use a device like this and make high speed passes? This device is power hungry.

Does any ship have that much movement capable power (warp or other)?

Seems they would either have to move slowly with the device on or quickly without it. Can not see a ship doing both without the capability of using reserve power.

(G__.3) ENERGY COST
(G__.31) Energy must be paid to operate a scan jammer. This energy must be Warp energy (exception: some alternative drives).
(G__.32) Operating energy must be allotted during energy allocation. It cannot be reserve power.

By John Trauger (Vorlonagent) on Friday, January 27, 2006 - 01:04 pm: Edit

Jim,

Learn the game you are designing stuff for.

Ships are allowed to change their speed mid-turn.

A MC=1 ships with 30 warp can poke along at 16 for most of the turn and kick up to 30 or 31 for the 8 or so impulses it needs make its weapons pass. Moving 24 impulses at 16 + 8 impulses at 30 costs 20 power leaving 10 warp plus impulse APR and batteries to run the jammer and everything else. The jammer would only be used for the range of impulses where the ship expected to clip OL range. Say 4 impulses or so.

Say for example it makes a high-speed end-of-turn pass. It can use EA to keep running if it needs to or slow down to rearm.

I use a MC=1 cruiser just for clarity. I know your intended units are smaller.

Bottom line: Players are going to look for any rules-legal way to create as unfair and one-sided situation as they can. That's how you win. Your job is to make sure that they pay a heavy price for it or the other side has countermeasures it can use.

By Steve Petrick (Petrick) on Friday, January 27, 2006 - 07:32 pm: Edit

Jim Ryan:

This is not a rejection, this is a consider an effect.

The effect to consider is that of plasma ships versus relatively stationary targets. Plasma ships doing a caracole versus a Battle Station for example. This is already a rough fight for any base, but the addition of this system means that the it becomes possible for the plasma ships to kick out plasmas at ten hexes range (meaning the plasma-Rs, -Ms, -Ss, -Gs, and -Ls will hit for full effect while the plasma-Fs hit for 75% of effect and plasma-Ds for 80% of effect), while the phaser-4s of the base are reduced from an average of 6.5 points of damage to only 2.16 points of damage. The device would only need to be powered for seven impulses. Plasmas can be launched at targets up to 35 hexes away, so a device on the base is doing it no good at all. (In fact, the device has almost no effect at all on seeking plasmas, although this has to do with their already rather short effective ranges.)

And you do not seem to want to allow bases to use the device, since bases cannot move and do not have a movement cost to be used as a basis for paying to operate the device. (Probably just an oversight, lots of people forget about the effects of a new idea on stationary units.)

It is also rather overwhelmingly useful to Orion Pirates who can power the system by doubling their engines. (And do they really need the help?)

Further, you have not really explained how this system does work in conjunction with cloaking devices. Even if, in your view, no one would have the power to do both (patently false I fear), in creating a rule to try to add to SFB you have to account for the existing rules. (Truth be told, even I open up the rulebook and page through the table of contents and ask myself "how will this new rule interact with that old rule"? Most cases nothing pops up. And even I fail to spot a rules interaction here and there while doing so. But doing so lets me try to answer the questions and get most of the rules interactions down before I toss something out. And almost always what is being tossed out is a rule that SVC wrote not something I wrote.)


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