j2klbs wrote:Kang - respectfully, you are oversimplifying the problem and misquoting the rule. Rule 4J3d "Disabled Launch" says nothing about launch it or LOSE it. This is the crux of the problem. The rules never explicitly say what happens to the energy in the plasma launcher when it is disabled.
I agree, Jason - it doesn't. But it does say that it must be launched before the end of the turn. Given that the plasma must be launched during a launch phase, the last chance you have to launch it is the last launch phase. If not launched by then, then it's the
concession, allowing you to keep the torpedo until it is launched, that is lost. Not the energy, as you say.
j2klbs wrote:The problem here is that the rules nowhere mention specifically what happens to stored energy in multi-turn weaons (plasma's, photons, etc.). Without a global rule stating that energy is lost when a weapon is destroyed, then if you as a judge or opposing player are forcing another player to lose that energy, then you are imposing a penalty onto that player that is not called out in the rules.
The thing here is that plasma is a special case. You kind of have it back-to-front; plasma has a
concession that it is allowed to be launched from a disabled launcher, other weapons do not. Think of it as an advantage for plasma, not a disadvantage. The 'holding energy' clause is an explanation, not a rule, but some players appear to have built a rule from that explanation.
I know that this is FC, but remember that it's based on the earlier game Star Fleet Battles; in that game you can't carry over the torpedo. I see no harm in interpreting the rules in the light of the older game in order to determine the designer's original intention
