So since I only have 1+2 it limits me to the easier races (It seems most of the more complex races are in the later modules.)
At the moment these are rough notes and ideas. Please feel free to critize, contribute and otherwise abuse these as needed.
Moderators: mjwest, Albiegamer
Sounds pretty workable.DrFaustus wrote:First Up the Maesron Alliance (out of intrest is their a way to type the odd ae thing in the forum?)
Background then for those who are intrested.
The Maesron Alliance is a alliance between three races (The Humaniod Talzo (Scientists and Thinkers), the bat like Wallimi (Explorers) and the Lupine Vulpa (Aggresive and Cruel). After some early clashes these three form the Maesron Alliance and quickly become the most powerful player in the early Cycles of Omegan history.
Tech:
Heres the nity grity of rules needed.
1) Wide Angle phasers.
The easiest I think to transfer to Fedcomm. They follow the same rules as normal phasers but use a unique damage table. The table is easy to port across and the only change that I think is needed to the PW-1 Table is to drop the last range bracket (25-36) and increase the 13-24 bracket to 13-25. The PW-3 can stay as is.
Off hand I'd say just let the arming be completed at the moment of firing. I'll have to look at things in more detail later tonight though.2)Tachyon Gun
The main Maesron Heavy weapon
Another pretty easier weapon to transfer across, it has no real special rules. The only change I think is needed is dropping the last bracket down to 25.
For Energy allocation I am leaning towards only allowing power to be applied during the energy allocation phase. (would this be to constraining? should more energy be able to be added at the moment of firing?)
I'll have to re-read the rules for these monsters. If there is anything in Omega that goes against the 'Keep it simple' concept of FC its these.3)Tachyon Missile
This is the complex one to my mind, the big thing about TM's is that they are very customizable having lots of options as to how you want your own missile (Everything from speed to ECCM or counter tractor beams is available)
I have been thinking of two options how to handle them.
A) Is to make a standard missile and leave it at that. (Something along the lines of Speed-24, Endurance 3, Armour 2, and a 16 point warhead.)
B) the other is to make some very simple custom build rules. For this I was thinking of keeping speed set (For arguments sake lets say Speed-24). Then allowing the player to split points between Endurance, Armour and warhead.
Endurance is number of turns the Missile stays active for
Armour works as starship armour giving the drone more durability
Warhead is multiplied by ten for warhead strength.
Eg. (lets say there are six points to split, with at least 1 point must be allocated to Endurance and Warhead.) The basic model this time would be 2/2/2. Which be Endurance 2, armour 2 and warhead 2.
The above missile can run for two turns, takes 6 points to destroy and does 20 damage when it hits.
Nothing stands out right now. I may have some other ideas for the TMs when I get a re-read done, but for now that sounds pretty good.So thats my thoughts so far, anyone see glaring flaws? have a better idea for TM's? Think I should give up now before I dig my self a hole?
I would like to keep as much of th customization ability as possible as it is part of the very unique flavor of the weapon.3)Tachyon Missile
This is the complex one to my mind, the big thing about TM's is that they are very customizable having lots of options as to how you want your own missile (Everything from speed to ECCM or counter tractor beams is available)
I have been thinking of two options how to handle them.
A) Is to make a standard missile and leave it at that. (Something along the lines of Speed-24, Endurance 3, Armour 2, and a 16 point warhead.)
B) the other is to make some very simple custom build rules. For this I was thinking of keeping speed set (For arguments sake lets say Speed-24). Then allowing the player to split points between Endurance, Armour and warhead.
Endurance is number of turns the Missile stays active for
Armour works as starship armour giving the drone more durability
Warhead is multiplied by ten for warhead strength.
Eg. (lets say there are six points to split, with at least 1 point must be allocated to Endurance and Warhead.) The basic model this time would be 2/2/2. Which be Endurance 2, armour 2 and warhead 2.
The above missile can run for two turns, takes 6 points to destroy and does 20 damage when it hits.
There are fewer options for killing drones though. No t-bombs being probably the biggest one.pneumonic81 wrote:umm... anti drone capabilities are not reduced in FC. IMHO killing drones is much simpler in FC then in SFB.
In SFB u never know when you will get a chance to fire the ADD or phasers. Ideally it would be good to fire the ADD at range 3. but that doesnt happen often. especially with fast drones. not to mention when they get to range zero, you have been hit.DKeith2011 wrote:There are fewer options for killing drones though. No t-bombs being probably the biggest one.pneumonic81 wrote:umm... anti drone capabilities are not reduced in FC. IMHO killing drones is much simpler in FC then in SFB.
It is simpler in that every drone is fully identified and known on launch, mostly because there is only one kind of drone.
Allowing the TM to be much more flexible in design shouldn't be too powerful in the Omega Sector given the relative scarcity of drones.
It depends what you define as "effective". If by effective you mean drones kill ships, then maybe not. I used to complain when I first started playing that my drones never hit, even when playing Kzintis, because they'd always just get shot down. Then someone explained to me that when you launch drones, you shouldn't expect them to hit anyway, they're just to tie up enemy phaser fire and make them waste energy. And for that, they are effective.pneumonic81 wrote: In Fedcom the dd alwasy gets the max chance, you also get a gaurenteed range zero shot, and then, if that doesnt work, u can still use the tractor. drones are not nearly as effective in fecom as they are in sfb.