Base heavy weapon pre-loads
Moderators: mjwest, Albiegamer
Base heavy weapon pre-loads
I know the rules say that if a ship preloads its photons at the beginning of the game, its batteries are empty.
If a starbase with multi-turn heavy weapons is going to start with them preloaded, does it have to start the game with all batteries empty? The 12 photons on a Fed starbase would only require 24 points of power to preload, yet the base has 40 batteries.
I would think that a base has good enough sensors to detect an incoming fleet long enough in advance to preload weapons without having to resort to batteries.
If a starbase with multi-turn heavy weapons is going to start with them preloaded, does it have to start the game with all batteries empty? The 12 photons on a Fed starbase would only require 24 points of power to preload, yet the base has 40 batteries.
I would think that a base has good enough sensors to detect an incoming fleet long enough in advance to preload weapons without having to resort to batteries.
I am bringing this post back from the dead because I was woundering the same thing. Costing more to charge from batterys seams odd to me and as a Base can't not manuver for more time it makes multi turn arming almost more trouble than its worth. a Starbase is supposed to be mean. Any chance some one might rethink is one, or is the idea as dead as this post 
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Lieutenant John Chard: If it's a miracle, Colour Sergeant, it's a short chamber Boxer Henry point 45 caliber miracle.
Colour Sergeant Bourne: And a bayonet, sir, with some guts behind.
From the Movie ZULU
Well, as the topic has been idle for quite a long time, it obviously isn't a really big problem that needs a solution. As I raised the initial question, I've considered compiling some 'house' rules to make bases a little rougher to handle. At some point, I might suggest them as part of Borders of Madness. I can send you the ideas I've had along these lines, if you like.Sir Drake wrote:I am bringing this post back from the dead because I was woundering the same thing. Costing more to charge from batterys seams odd to me and as a Base can't not manuver for more time it makes multi turn arming almost more trouble than its worth. a Starbase is supposed to be mean. Any chance some one might rethink is one, or is the idea as dead as this post
It's a very good point, guys.
Might I propose a rule change to tidy this up?
Apply the preload rule as usual, subject to a maximum battery use of that required to perform the preload.
For the starbase example, then, you can preload all twelve photons for 24 power, leaving 16 points in the batteries.
We could add bits like saying that there's no overloads allowed [same as for ships] - or perhaps you could allow them, subject to available battery power, because a) it's a base and b) the sensors saw 'em coming.
Might I propose a rule change to tidy this up?
Apply the preload rule as usual, subject to a maximum battery use of that required to perform the preload.
For the starbase example, then, you can preload all twelve photons for 24 power, leaving 16 points in the batteries.
We could add bits like saying that there's no overloads allowed [same as for ships] - or perhaps you could allow them, subject to available battery power, because a) it's a base and b) the sensors saw 'em coming.

My thought is to just special case bases. A base can use the preload ability, but does not lose ANY battery power. Due to its superior sensors, it gets a better warning on what is coming, and can react better.
Note that this only applies to the base, not to any defending ships on the same side as the base. This is only a small difference in timing. There isn't time to both act on it, and tell everyone else about it.
For ships, you get what you get.
Note that this only applies to the base, not to any defending ships on the same side as the base. This is only a small difference in timing. There isn't time to both act on it, and tell everyone else about it.
For ships, you get what you get.

Federation Commander Answer Guy
Sounds good to me. Now, my original question only mentioned photons, but my thoughts are that it should apply to any multi-turn weapons that use battery power to preload before turn 1. Of course, the only one that comes to mind is the hellbore, but I would think that if any others are introduced in the future, this might be a consideration.mjwest wrote:My thought is to just special case bases. A base can use the preload ability, but does not lose ANY battery power. Due to its superior sensors, it gets a better warning on what is coming, and can react better.
Note that this only applies to the base, not to any defending ships on the same side as the base. This is only a small difference in timing. There isn't time to both act on it, and tell everyone else about it.
For ships, you get what you get.
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The "warning" thing is a can of worms. Only way out of that is that everybody (attacker, garrison, base) in the scenario gets prearming without battery use. If you want to go there, ok by me.
I could agree to only using as much power as you need, but to not no power used.
I could agree to only using as much power as you need, but to not no power used.
The Guy Who Designed Fed Commander


Fair enough, then I recommend the preload just be capped to the maximum amount of energy that would be spent. So, if a ship has two photons, it would have a maximum of four batteries empty. If a ship has three hellbores, it would have a maximum of nine batteries empty.
This should then apply to any unit, not just bases.
This should then apply to any unit, not just bases.

Federation Commander Answer Guy