Federation Commander Forum Index Federation Commander
A NEW fast paced board game of starship combat!
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

plasma arming
Goto page Previous  1, 2, 3
 
Post new topic   Reply to topic    Federation Commander Forum Index -> Rules Questions
View previous topic :: View next topic  
Author Message
mjwest
Commodore


Joined: 08 Oct 2006
Posts: 4078
Location: Dallas, Texas

PostPosted: Thu Dec 30, 2010 7:54 pm    Post subject: Reply with quote

A few points ...

The point of storeylf's change is not to address any potential "plasma problem". Rather, the point is to correct a starting imbalance that has shown to cause problems. It is a "fairness" issue, as much as anything.

This would only add a second arming option for plasma. Right now, they start (not optional; it is just how they start) with one turn of arming and armed Pl-F. This would simply give a secondary option where all heavy plasma have two turns of arming at the cost of empty batteries at the start of the game. Note that this only applies to heavy plasma (and, therefore, only to ships that are so armed). It is also an option. It does not have to be taken.

This potential change would only be that specific item. Any other requests or changes would be examined and considered independently. The reason is that any other change is likely in response to the stated "plasma problem", while this change is not.
_________________

Federation Commander Answer Guy
Back to top
View user's profile Send private message Visit poster's website
pmiller13
Lieutenant JG


Joined: 12 May 2009
Posts: 64

PostPosted: Thu Dec 30, 2010 9:02 pm    Post subject: Reply with quote

It does have to be pointed out that like other weapons the batteries used to arm that second turn of arming would not exceed the energy actually needed. For example a King Eagle would only need to start a battle with 2 less power in the batteries. I hate to point this out as it seems very obvious but why wait for errors to creep in?
Back to top
View user's profile Send private message Send e-mail
mjwest
Commodore


Joined: 08 Oct 2006
Posts: 4078
Location: Dallas, Texas

PostPosted: Thu Dec 30, 2010 10:23 pm    Post subject: Reply with quote

pmiller13 wrote:
It does have to be pointed out that like other weapons the batteries used to arm that second turn of arming would not exceed the energy actually needed. For example a King Eagle would only need to start a battle with 2 less power in the batteries. I hate to point this out as it seems very obvious but why wait for errors to creep in?

Any change would be modeled on those that have gone before, so, yes, those items would be included.
_________________

Federation Commander Answer Guy
Back to top
View user's profile Send private message Visit poster's website
Nerroth
Fleet Captain


Joined: 08 Oct 2006
Posts: 1744
Location: Ontario, Canada

PostPosted: Thu Dec 30, 2010 10:46 pm    Post subject: Reply with quote

For my part, I'd be interested to see how this goes, if only for the knock-on effect it will have on Trobrin implosion torpedoes; I've tried to model their pre-game arming on Alpha plasma equivalents, so a change here would lead me to edit the WIP rules for ITs.

I would agree that the amount of energy reduced from the batteries be equal to the energy required for the second turn of arming only; one would assume that, prior to the start of the scenario, the arming ship would have had two "turns" in which to get their pre-arming done.
_________________
FC Omega Discussion (v3)
FC LMC Discussion
Back to top
View user's profile Send private message
Dal Downing
Commander


Joined: 06 May 2008
Posts: 654
Location: Western Wisconsin

PostPosted: Fri Dec 31, 2010 6:22 am    Post subject: Reply with quote

I do not see really where it improves anything but, then again I do not see where changing the Arming of Plasma at the beginning of the game hurts anything.
_________________
-Dal

"Which one of you is the Biggest, Baddest, Bootlicker of the bunch?"
"I am."
"ARCHERS!!! THAT ONE!!!!"
Back to top
View user's profile Send private message Send e-mail
Targ
Lieutenant SG


Joined: 02 Nov 2006
Posts: 125
Location: York U.K.

PostPosted: Wed Jan 05, 2011 12:44 am    Post subject: Reply with quote

Lee just read this thread I'm up for giving it a go next few times we us plasma, only glitch I can see straight off is how do you handle ISC ships with both Torps and PPD's? Diefinatly like the concept.
Back to top
View user's profile Send private message
storeylf
Fleet Captain


Joined: 24 Jul 2008
Posts: 1897

PostPosted: Wed Jan 05, 2011 12:46 am    Post subject: Reply with quote

Good point, Orions are another potential issue in that department, Plas S and photons type setup.

[edit] although thinking about it, that is already an issue for orions - Photons and hellbore, or PPD and photon etc. Presumably there is already a rule covering multiple heavy weapon types and start of game arming.
Back to top
View user's profile Send private message
mjwest
Commodore


Joined: 08 Oct 2006
Posts: 4078
Location: Dallas, Texas

PostPosted: Wed Jan 05, 2011 2:49 am    Post subject: Reply with quote

Yeah, we hit this topic in another thread.

Using the pre-game arming is all or nothing. So, if you have plasma and photons, or photons and PPD, or PPD and plasma, you either spend the batteries and pay for the final turn of arming for all eligible weapons, or none of them.

Note that with plasma, you can never be worse than one turn of arming for Pl-G/S/R and fully armed Pl-F.
_________________

Federation Commander Answer Guy
Back to top
View user's profile Send private message Visit poster's website
Monty
Lieutenant Commander


Joined: 23 Aug 2007
Posts: 239

PostPosted: Tue Jan 18, 2011 4:34 pm    Post subject: Reply with quote

Will this make it to rev 6?
Back to top
View user's profile Send private message Yahoo Messenger
mjwest
Commodore


Joined: 08 Oct 2006
Posts: 4078
Location: Dallas, Texas

PostPosted: Tue Jan 18, 2011 4:48 pm    Post subject: Reply with quote

Yes, it will be in Rev6.
_________________

Federation Commander Answer Guy
Back to top
View user's profile Send private message Visit poster's website
pauls
Lieutenant JG


Joined: 16 Jul 2007
Posts: 39

PostPosted: Mon Jan 24, 2011 3:56 pm    Post subject: Reply with quote

Sorry I've been out of the loop awhile when can rev 6 be expected. Any other spoilers on what will be included?

Thanks.
Back to top
View user's profile Send private message
mjwest
Commodore


Joined: 08 Oct 2006
Posts: 4078
Location: Dallas, Texas

PostPosted: Mon Jan 24, 2011 4:12 pm    Post subject: Reply with quote

RRB6 should be available this week, at least on e23. I don't know when the print version will be offered on the shopping cart.
_________________

Federation Commander Answer Guy
Back to top
View user's profile Send private message Visit poster's website
Jean
Site Admin


Joined: 18 Sep 2008
Posts: 1733

PostPosted: Mon Jan 24, 2011 10:19 pm    Post subject: Reply with quote

As soon as the e23 version is ready, the print version will be as well.
_________________
Business Manager/RPG Line Editor
Amarillo Design Bureau, Inc.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Federation Commander Forum Index -> Rules Questions All times are GMT
Goto page Previous  1, 2, 3
Page 3 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group