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Omega Conversion Project
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DKeith2011
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PostPosted: Fri May 08, 2009 12:57 am    Post subject: Omega Conversion Project Reply with quote

Gonna try to stir up interest in this project again.

I'll be posting a first pass conversion of the Souldra one section of their relevant rules (modified as needed) at a time. For clarity I will use the rule numbers as printed in the original SFB material.

(OE21.0) Dark Matter Pulsars

Dark Matter pulsars are the primary direct-fire weapon of the Souldra (OR13.0), who use them in the same manner as "most" races use phasers. They fire a concentrated pulse of negative particles at a target.
Dark matter pulsars operate under he same general rules as phasers except as modified herein.

(OE21.1) Designation

(OE21.11) SSD: Dark matter pulsars are designated "DMP" on the SSD. DMPs are destroyed on "phaser" damage points.
(OE21.111) Damage Priority: Does not apply in FedCom.

(OE21.12) Types: There are two types of dark matter pulsars, light (L-DMP) and heavy (H-DMP). Light DMPs are weak, but can fire twice per turn. Heavy DMPs fire once per turn but have a much greater range and damage yield.

(OE21.13) Availability: DMPs are restricted Souldra technology and cannot be duplicated by other races except in the simulators. The H-DMP takes one option mount and costs one BPV point. The L-DMP takes one option mount and reduses the BPV of the unit by one-half point.

(OE21.14) Tactical Intelligence: Does not apply in FedCom.

(OE21.15) Other Rules: For any interaction not specifically defined otherwise, e.g., webs, crew quality, legendary officers, etc., DMPs are treated exactly as phasers are. L-DMPs are used by Souldra Shards (OJ4.0).

(OE21.2) Arming Procedure

(OE21.21) Procedure: Heavy DMPs require one point of energy to fire. Light DMPs require 1/2 point of energy per shot. (Edited to remove dark warp requirement)

(OE21.22) Source: Does not apply in FedCom.

(OE21.23) Firing: DMPs are fired as the same time as all other direct-fire weapons.

(OE21.24) Rate: Heavy DMPs can fire once per turn, and light DMPs can fire twice per turn under the standard rules for phasers.


More to come asap.


Last edited by DKeith2011 on Fri May 08, 2009 9:48 pm; edited 1 time in total
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Steve Cole
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PostPosted: Fri May 08, 2009 1:30 pm    Post subject: Reply with quote

Ok, the "rules" are that you're not supposed to post (anywhere) conversions of SFB rules as only I can do them (or bless those somebody else did). However, it's going to be years before I ever try to publish Omega rules for FC and (personally) I'm not familiar with Omega and have almost zero interest in designing for that sector, so knock yourselves out. Convert, design, and post to your heart's content, but just on this forum, nowhere else.
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Mike
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PostPosted: Fri May 08, 2009 5:29 pm    Post subject: Reply with quote

SVC's comments on this should be made as a permanent header for this topic.
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DKeith2011
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PostPosted: Fri May 08, 2009 9:49 pm    Post subject: Reply with quote

Steve Cole wrote:
Ok, the "rules" are that you're not supposed to post (anywhere) conversions of SFB rules as only I can do them (or bless those somebody else did). However, it's going to be years before I ever try to publish Omega rules for FC and (personally) I'm not familiar with Omega and have almost zero interest in designing for that sector, so knock yourselves out. Convert, design, and post to your heart's content, but just on this forum, nowhere else.


My bad for jumping the gun but thanks for the permission to continue.
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Nerroth
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PostPosted: Thu May 21, 2009 11:14 pm    Post subject: Reply with quote

I thought I had WIP rules for the Iridani Target Illuminators around somewhere - but in their absence, here's a shot at a brace of other systems an Iridani Commander needs to know about...


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(2O1B) OMEGA PHASERS

Note: I'd recommend using B to denote phasers in general, and a second letter to specify which type of phaser it is - so BW for wide-angle phasers, BA for antiproton phasers, and what have you.

(2O1BW) WIDE ANGLE PHASERS

The primary weapon system of the Mæsron Alliance, Iridani Questers, as well as a number of space-faring races within the Omega Octant of the Milky Way Galaxy, wide angle phasers operate in a similar manner to the Phaser systems seen in the Alpha Octant. However, while Alpha phasers concentrate energy at a single location, wide-angle phasers tend to spread energy outwards as it reaches its target. While this diminishes the weapon strength slightly, it does provide for a more stable and predictable amount of damage.

(2O1BW1) GENERAL RULE
(2O1BW1a) Ship Card: Each ‘PW’ box on the Ship Card (often marked PW-1 or PW-3) represents one wide angle phaser. It is disabled by a single point of damage, counts as a ‘phaser’ when using the Damage Allocation Table, and is repaired by four repair points.
(2O1BWb) Firing Rate: Each wide angle phaser can fire once (and only once) during any given turn. As with an Alpha Octant phaser, one can fire a wide-angle phaser on the last Impulse of a given turn and again on the first Impulse of the subsequent turn.
(2O1BWc) Ammunition: There is no need to keep track of “wide angle phaser ammunition” since these weapons are armed directly from the engine power grid.
(2O1BWd) Range: Phaser-Ws have a range of 25 hexes.

(2O1BW2) TYPES OF PHASER-Ws
There are two types of wide angle phasers seen on Mæsron, Iridani and other vessels in Federation Commander, as follows:
(2O1BW2a) Phaser-W1: The wide-angle equivalent to the Phaser-1s and Phaser-2s seen in the Alpha Octant, these cost one energy token to fire. It is marked PW-1 on the Ship Cards.
(2O1BW2b) Phaser-W3: Akin to the Alpha Phaser-3, used as a short-range defense and attack weapon. This costs ½ of an energy token to fire, and is marked PW-3 on the Ship Cards.
(2O1BW2c) Tables: Each of these wide angle phasers has a specific Wide Angle Phaser Combat Table, presented in SFB Module Omega 1 and the Omega Master Rulebook. However, as the ranges of direct-fire weapons in Federation Commander are restricted to a maximum range of 25 hexes, ignore the entries which go beyond this.

(2O1BW3) FIRING PROCEDURE
Wide angle phasers may be fired during the Defensive Fire Phase (1E2C) (only against seeking weapons which have impacted on the ship) or during the Offensive Fire Phase (1E2d) (against any target) of the Sequence of Play. In either case, use the following procedure:
(2O1BW3a) Step 1: Determine the Range (3A5) to the Target. (In the case of Defensive Fire, this is always one.)
(2O1BW3b) Step 2: Select a wide angle phaser you wish to fire. The weapon must be able to fire in the direction of the target, that is, the target must be within its firing arc (3B) and within range.
(2O1BW3c) Step 3: Pay the cost of firing the wide-angle phaser (one, or one-half energy tokens depending on what phaser type you are firing).
(2O1BW3d) Step 4: Roll one six-sided die. Use the result of this die roll and the range to Cross-Index on the Table for the type of wide angle phaser you fired and determine the damage. The result is the number of Damage Points scored.
Example: An Iridani clipper wants to fire two phaser-W1s at an Orion salvage vessel. It determines that the chosen phaser-W1s are within arc and not damaged. Two energy tokens are paid, one for each weapon, and the phaser-W1s are fired. Count the range (let us say three hexes for this example). Comparing the range to the die roll of “5” means that three damage points were scored.


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(2O1S) FOCUSED ENERGY BEAMS


The sole heavy weapon of Iridani ships of the line, this weapon focuses energy from the ship’s power grid and releases it into a powerful energy beam.

(2O1S1) GENERAL RULE
(2O1S1a) Ship Card: Each ‘FEB’ box on the Ship Card represents one focused energy beam. It is disabled by a single point of damage, counts as a ‘torpedo’ when using the Damage Allocation Table, and is repaired by four repair points.
(2O1S1b) Firing Rate: Each focused energy beam can fire once (and only once) during any given turn, and may not be fired within 4 impulses of firing in a previous turn.
(2O1S1c) Ammunition: There is no need to keep track of “focused energy beam ammunition” since these weapons are armed directly from the engine power grid.
(2O1S1d) Range: Focused Energy Beams have a range of 25 hexes.

(2O1S2) FIRING PROCEDURE
Focused energy beams may be fired during the Offensive Fire Phase (1E2d) of the Sequence of Play. Use the following procedure:
(2O1S2a) Step 1: The player owning and firing the beam announces which weapon is firing (which must not be Disabled) at which target (which must be between zero and twenty-five hexes away).
(2O1S2b) Step 2: The player owning and firing the energy beam pays three Energy Tokens to fire the weapon.
(2O1S2c) Step 3: The range is calculated (3A5). If the target is out of range, the weapon cannot be fired.
(2O1S2d) Step 4: Two dice are rolled for each focused energy beam. Add the total number rolled and cross-index the result to the range on the Focused Energy Beam Table to determine the impact of the weapons fire.
Example: An Iridani galleon fires a focused energy beam at a space dragon. The Iridani rolls a ‘1’ and a ‘2’ to hit (giving a total of 3) at range 7 and scores seven damage points.
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pmiller13
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PostPosted: Sat May 23, 2009 12:51 am    Post subject: Reply with quote

Just saying that personally I have no interest to see the Omega races in FC. I do not mean to rain on your parade or discourage you but I have no interest in this and since your stated goal was to see if people were interested I though I would throw my 2 cents in.
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Goonius
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PostPosted: Sat May 23, 2009 1:39 am    Post subject: Omega or Not to Omega Reply with quote

I used to play starfleet a while back and just got into FedCom about a year ago. I never knew about the Omega races, but I would definitely have played them. I would like to see what there are about.
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Nerroth
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PostPosted: Sat Jun 13, 2009 1:44 am    Post subject: Reply with quote

I wonder - would it be worth setting up a new 'Introduction to Omega' thread for those who may be unfamiliar with the setting (and perhaps to try and spark interest in the same, if at all possible) and leave this thread for trying to work out actual conversion rules?
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DKeith2011
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PostPosted: Sun Jun 14, 2009 1:07 am    Post subject: Reply with quote

Feel free to post away.
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Nerroth
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PostPosted: Sun Jun 14, 2009 3:36 am    Post subject: Reply with quote

Okay then.


Oh, and I'll try to get drafts up for Target Illuminators and Tachyon Guns - the former should be enough to help one start with the Iridani, while the other would go some way towards helping the Maesrons out (and even let those few ships with no TMs be playable).



Oh, and it might be worth noting for anyone looking to try any of this out, that the majority of the Omega ships so far published are more akin to the Middle Years Alpha ships seen in Briefing 2 - though future SFB Omega modules should (hopefully) introduce the likes of war cruisers and war destroyers for the appropriate Omega empires.

So, for the time being, it might be an idea to try any 'cross-over' battles with the B2 Alpha ships, though of course taking on General War-era ships would be quite welcome too.
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Nerroth
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PostPosted: Sun Jun 14, 2009 6:40 pm    Post subject: Reply with quote

Here's a first (EDIT: second, to incorporate the WS-II pre-game arming) go at the tachyon gun.


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(2O1C) TACHYON GUNS

The Tachyon Gun is the standard heavy weapon of the Mæsron Alliance. It operates by using a helical tachyonic matrix, which guides a stream of heavy elements through subspace, then translates them back into realspace at relativistic speeds in order to impact the target. The conduit can be widened, which reduces the weapon's range, but increases the damage inflicted. Regardless of the range or power used, the Tachyon Gun is a very accurate weapon, albeit one which requires careful use by any would-be Mæsron captain.

(2O1C1) GENERAL RULE
(2O1C1a) Ship Card: Each ‘TG’ box on the Ship Card represents one tachyon gun. It is disabled by a single point of damage, counts as a ‘torpedo’ when using the Damage Allocation Table, and is repaired by four repair points.
(2O1C1b) Firing Rate: Each tachyon gun can fire once every second turn.
(2O1C1c) Ammunition: There is no need to keep track of “tachyon gun ammunition” since despite the name and description of the weapon, it is armed directly from the engine power grid.
(2OC1d) Range: Tachyon guns have a range of 25 hexes, which is reduced depending on the amount of power allocated to the weapon.

(2O1C2) ARMING PROCEDURE
Tachyon guns must be armed over the course of two subsequent turns. However, unlike other two-turn weapons such as photon torpedoes, the amount of energy which may be allocated to tachyon gun arming can vary according to the arming player's discretion, and may vary from as few as two to as many as eight Energy Tokens over the course of two turns.
(2O1C2a) Arming: Tachyon guns may only be armed during Energy Allocation. During Energy Allocation of the first turn, you may pay a minimum as one and a maximum of seven Energy Tokens per tachyon gun you wish to load and mark the “P” (Preload) box on the Tachyon Gun Arming track for that specific tachyon gun. During Energy Allocation of the Second Turn, you pay as many additional Energy Tokens you may wish to commit to the weapon and mark the “L” (Loaded) box on the Tachyon Gun Arming track for that specific tachyon gun. (If you do not pay a minimum of one Energy Token to complete the loading cycle, the Pre-Load mark is erased.) You can then fire the tachyon gun during any Direct-Fire Weapons phase of the turn.
Example: A Mæsron destroyer has one Energy Token allocated to one of its tachyon guns in the Energy Allocation phase of Turn 2. At the beginning of Turn 3, the same TG is allocated two further Energy Tokens, which gives a total of three Energy Tokens' worth of power with which the Mæsron player may fire the tachyon gun, or choose to hold it for use in a subsequent turn.
(2O1C2b) Holding: If you have not fired the tachyon gun by the end of the second arming turn, you will have to pay half of the amount of Energy Tokens already loaded into the weapon (in the Energy Allocation Phase
of the subsequent turn) to “hold” the tachyon gun. You can do this for as many turns as you wish, and may choose to add further Energy Tokens in order to increase the weapon strength. The total amount of Energy Tokens in the tachyon gun may not exceed eight, and this increased level of arming increases the cost of holding the weapon on subsequent turns.
(2O1C2c) Pre-Game Arming: At the start of each scenario, the Mæsron player (or the player controlling any ship with a tachyon gun) has the option to have a Pre-Load mark for each tachyon gun on the ship, reflecting loading of that weapon on the previous turn. (Each gun may have one or two Energy Tokens' worth of power so pre-allocated.) This would allow him to pay Energy Tokens on the first turn to complete the arming of tachyon guns (otherwise he would have no tachyon guns to fire on the first turn). Special scenario rules might prohibit this if the Mæsron ship did not have time or energy to pre-load the tachyon guns. Note that if the player takes this option, he cannot count the ship's batteries in determining his starting energy.

(2O1C3) FIRING PROCEDURE
Tachyon guns may be fired during the Offensive Fire Phase (1E2d) of the Sequence of Play. Use the following procedure:
(2O1C3a) Step 1: The player owning and firing the gun announces which weapon is firing (which must not be Disabled) at which target (which must be within range of the gun at its given arming level).
(2O1C3b) Step 2: The range is calculated (3A5). If the target is out of range, the weapon cannot be fired.
(2O1C3c) Step 3: One dice are rolled for each tachyon gun. Note the result and cross-index it to the range, and power level, on the Tachyon Gun Combat Table, to determine the impact of the weapons fire.
Example: A Mæsron light cruiser fires a tachyon gun at a Trobrin frigate. The Mæsron rolls a ‘3’ to hit, at range 5 with six Energy Tokens' worth of power in the gun, and scores ten damage points.


-----------------------------------------------------------------


With this, and the Phaser-W, the Mæsron frigate (MC changed to 1/4?) and frignaught, at least, might be good to try out!

Most of the others would need some kind of tachyon missile rules, though - unless one assumes the ship in the scenario ran out of its supply or something.
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Nerroth
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PostPosted: Mon Jun 15, 2009 3:41 am    Post subject: Reply with quote

And a go at the TI.


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(3ON) TARGET ILLUMINATORS

A system operated by the vessels of the Iridani Kingdom, the target illuminator was designed as a means of maximising the effectiveness of a Quest ship's direct-fire weaponry. It does this by focusing a beam of low-intensity radiation upon a target unit, which allows the targeting vessel to increase its weapons' accuracy for that impulse (and that impulse only).

(3ON1) DESIGNATION
Each target illuminator is marked as ‘TI’ on the Ship Card. Each TI is disabled by a single point of damage, counts as a ‘drone’ when using the Damage Allocation Table, and is repaired by four repair points.

(3ON2) OPERATIONS
(3ON2a) Activation: TIs are activated in the Offensive Direct-Fire Phase phase of any Impulse, but must be activated before the Iridani vessel uses any of its direct-fire weapons, or it may not be used in that Impulse at all. The arming player may nominate one target unit per TI module within firing range of the arming vessel to be subject to TI marking for that Impulse.
(3ON2b) Energy Cost: The energy cost of operation is one Energy Token per TI.
(3ON2b) Operation: When a TI is active, any wide-angle phasers or focused energy beams fired at the target unit from the TI-marking vessel subtract one from the die roll to hit. Die rolls of 1 from wide-angle phaser hits are considered to be 1, while die rolls of 2 from focused energy beam hits are considered to be 2. Allied ships receive no benefit from TI-marking. Note that multiple TI locks are not cumulative; no more than one TI may be locked onto a given target ship in any given Impulse.
(3ON2c) Duration: A TI will only remain active for the remainder of the Impulse it is activated. Target illuminators may be used only once per turn, and may not be used within 2 Impulses of a previous activation.


-----------------------------------------------------------------


So, assuming the Phaser-W, FEB and TI rules are in some way usable, that should be enough to get some squadron-scale Iridani testing done, using the SFB SSDs.

Indeed, for those so interested, the SSDs for the unorthodox 'Bonnaventure Quest' ships are on the ADB site here. These ships are unorthodox mainly due to their forward-facing weapon orientation - most Iridani ships prefer a 'broadsiding' weapon layout.

They are still interesting, though.



Oh, and a few other things:


*In terms of movement costs, it seems apt to start with the same kind of 1/3>1/4 and 2/3>3/4 shifts seen in Alpha Octant SFB>FC conversions.


*For the Iridani, I'd recommend that the choice of modules be limited to the Weapons, Shipping, VIP, Hospital, Defence and Command types, at least for the time being.

(I'm not sure about using the Power and Shield ones straight away, though.)

The others would likely be useful only in a Borders of Madness context.

Although, which BPV listing would be apt for using the above modules in Federation Commander?


*Tachyon Missiles will almost certainly need to be far less optional than they are in SFB - but even if some modularity is retained, I would suggest that a line be drawn between 'middle years' missiles and later-Cycle types, akin to the divide between speed-16, speed-24 and speed-32 drones in the Alpha Octant.

Although, since in SFB tachyon missiles need to have BPVs spent to give them any kind of explosive warheads in the first place, one could simply not pay that premium and thus leave a playtest ship dependent on its Ph-W and TG armament for the time being.
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DKeith2011
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PostPosted: Mon Jun 15, 2009 4:20 am    Post subject: Reply with quote

Nerroth wrote:

*Tachyon Missiles will almost certainly need to be far less optional than they are in SFB - but even if some modularity is retained, I would suggest that a line be drawn between 'middle years' missiles and later-Cycle types, akin to the divide between speed-16, speed-24 and speed-32 drones in the Alpha Octant.

Although, since in SFB tachyon missiles need to have BPVs spent to give them any kind of explosive warheads in the first place, one could simply not pay that premium and thus leave a playtest ship dependent on its Ph-W and TG armament for the time being.


As much as I might dislike stripping most of the options from TMs I think it might be best to limit the choices to just speed, armor and warhead.

Possibly set the choices up in a 1, 2, 3 priority. Just to throw some numbers out there:

Speed priority 1 = 32
Speed priority 2 = 24
Speed priority 3 = 16

Warhead priority 1 = 36
Warhead priority 2 = 24
Warhead priority 3 = 12

Armor Priority 1 = 12
Armor Priority 2 = 9
Armor Priority 3 = 6

A good question is should the player be allowed to customize each missile at launch or is the choice made for whats in the rack at the start be what the reloads are as well? This assumes that TM racks can be reloaded in the same manner as drone racks.


Last edited by DKeith2011 on Mon Jun 15, 2009 4:26 am; edited 1 time in total
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Nerroth
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PostPosted: Mon Jun 15, 2009 4:24 am    Post subject: Reply with quote

DKeith2011 wrote:
As much as I might dislike stripping most of the options from TMs I think it might be best to limit the choices to just speed, armor and warhead.


And in terms of which era it's being used. A Middle Years Kzinti ship might like speed-32 drones, but has to make do with speed-16. Omega captains in a similar scenario era should be obliged to do the same.

Quote:
Possibly set the choices up in a 1, 2, 3 priority. Just to throw some numbers out there:

Speed priority 1 = 32
Speed priority 2 = 24
Speed priority 3 = 16

Warhead priority 1 = 36
Warhead priority 2 = 24
Warhead priority 3 = 12

Armor Priority 1 = 12
Armor Priority 2 = 9
Armor Priority 3 = 6


Again, restricted per era, and costed per option.

Quote:
A good question is should the player be allowed to customize each missile at launch or is the choice made for whats in the rack at the start be whats the reloads are as well? This assumes that TM racks can be reloaded in the same manner as drone racks.


Before the start of the game - the TMs should be clearly marked as to which is armed with what.

Also, only Tachyon-D launchers get reloads - launchers that perhaps should not be in FC.

I'd stick with standard type-A launchers for now.
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DKeith2011
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PostPosted: Mon Jun 15, 2009 4:40 am    Post subject: Reply with quote

Nerroth wrote:
DKeith2011 wrote:
As much as I might dislike stripping most of the options from TMs I think it might be best to limit the choices to just speed, armor and warhead.


And in terms of which era it's being used. A Middle Years Kzinti ship might like speed-32 drones, but has to make do with speed-16. Omega captains in a similar scenario era should be obliged to do the same.

Quote:
Possibly set the choices up in a 1, 2, 3 priority. Just to throw some numbers out there:

Speed priority 1 = 32
Speed priority 2 = 24
Speed priority 3 = 16

Warhead priority 1 = 36
Warhead priority 2 = 24
Warhead priority 3 = 12

Armor Priority 1 = 12
Armor Priority 2 = 9
Armor Priority 3 = 6


Again, restricted per era, and costed per option.


I agree, but the 'fuzzy' nature of time in the published Omega material and FC in general might make this a little tricky.

Possibly just use the Omega Cycles as the guide?

Quote:
Quote:
A good question is should the player be allowed to customize each missile at launch or is the choice made for whats in the rack at the start be whats the reloads are as well? This assumes that TM racks can be reloaded in the same manner as drone racks.


Before the start of the game - the TMs should be clearly marked as to which is armed with what.

Also, only Tachyon-D launchers get reloads - launchers that perhaps should not be in FC.

I'd stick with standard type-A launchers for now.


Good point, I'd forgotten that most of the TM racks don't get reloads, don't have my book to hand at the moment.
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