By Scott Tenhoff (Scottt) on Sunday, December 07, 2003 - 11:38 am: Edit |
I was working on creating what I am calling a Drex Sector Base.
The problem I am facing is what arcs to give the HCH cannons. Which normally shoot on the hex rows from the ships. Then get a -1 to hit of each hex off the hexrow that the target is at.
So if the ship is in 2215A, firing at 2210. It gets -2 to hit it.
Now for the base, I could easily restrict them to firing out the "shield arc". Like Shield #1/Shield#2/etc.
Or,
Have it as a normal HCH, but let the Base HCH's get a bonus for how fast the base's rotation rate is.
So, if the base is rotating at 2, it gets no modifiers for firing at ships within 2 hexes of the hexrow from the base.
So in the above example, the base would get -0 to fire at the ship. If base was at rotation rate 1, it would get -1. If the base was at rotation rate 4, it could shoot at ships within 4 hexes of the hexrow at no modifier.
The first one, gives no blind spots to the base (like at extreme ranges), but the 2nd one would need more tactical challenges when facing the base.
Any opinions.
By Alex Chobot (Alendrel) on Sunday, December 07, 2003 - 11:39 am: Edit |
Scott, the Drex base in Omega 2 has expanded firing arcs for its hypercannons, so the restircted arcs may be ship-only.
By Scott Tenhoff (Scottt) on Sunday, December 07, 2003 - 11:41 am: Edit |
Hey Alex, did you ever work up an Omega FRD that I thought I saw you talking about long ago in the Omega Squadrons (?) topic?
By Tim Longacre (Timl) on Sunday, December 07, 2003 - 01:41 pm: Edit |
Some time ago I was working on a proposal for Bruce Graw for a Drex starbase (unfortunately, it fell by the wayside due to lack of time). I gave all of the HCs expanded arcs due to the facts that the smaller base has them, and in the write up for Drex bases in O1, it says they have to be tough enough to repel fleets on their own (Bruce said they have to be monsters).
By Alex Chobot (Alendrel) on Sunday, December 07, 2003 - 02:11 pm: Edit |
I had posted a proposal there.
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