Base heavy weapon pre-loads

Ask your questions about Federation Commander game system rules here.

Moderators: mjwest, Albiegamer

User avatar
toastie
Lieutenant SG
Posts: 120
Joined: Fri Mar 02, 2007 2:56 am

Base heavy weapon pre-loads

Post by toastie »

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.
User avatar
toastie
Lieutenant SG
Posts: 120
Joined: Fri Mar 02, 2007 2:56 am

Post by toastie »

I suppose I'll follow up my post with an actual question:

If a Fed Starbase preloads its photons at the start of a game, are its batteries full, empty, or partially empty?
User avatar
junior
Captain
Posts: 803
Joined: Tue May 08, 2007 5:14 am

Post by junior »

Well...

There's no rule stating anything differently for bases, so yeah the base pre-load rules follow the same rules as for starships. It is something that might be worth making an exception for, but none exist at the moment.
User avatar
Sir Drake
Lieutenant JG
Posts: 84
Joined: Tue Mar 25, 2008 3:31 am
Location: Sacramento

Post by Sir Drake »

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 ;)
Colour Sergeant Bourne: It's a miracle.
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
User avatar
toastie
Lieutenant SG
Posts: 120
Joined: Fri Mar 02, 2007 2:56 am

Post by toastie »

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 ;)
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.
User avatar
mjwest
Commodore
Posts: 4103
Joined: Sun Oct 08, 2006 4:30 pm
Location: Dallas, Texas
Contact:

Post by mjwest »

Long idle or not, this one might actually gain a little traction ...
Image
Federation Commander Answer Guy
User avatar
Kang
Fleet Captain
Posts: 1976
Joined: Sun Sep 23, 2007 12:13 pm
Location: Devon, UK
Contact:

Post by Kang »

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.
Image
User avatar
junior
Captain
Posts: 803
Joined: Tue May 08, 2007 5:14 am

Post by junior »

If you say that it's sensors that "saw 'em coming", then people are going to ask why the garrison ships can't have the same (since the base would logically also alert the ships guarding the base at the same time).

Easier to just handwave it if that's the ultimate solution.
User avatar
mjwest
Commodore
Posts: 4103
Joined: Sun Oct 08, 2006 4:30 pm
Location: Dallas, Texas
Contact:

Post by mjwest »

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. :)
Image
Federation Commander Answer Guy
User avatar
Kang
Fleet Captain
Posts: 1976
Joined: Sun Sep 23, 2007 12:13 pm
Location: Devon, UK
Contact:

Post by Kang »

junior wrote:If you say that it's sensors that "saw 'em coming", then people are going to ask why the garrison ships can't have the same (since the base would logically also alert the ships guarding the base at the same time).
Good point :)
Image
User avatar
toastie
Lieutenant SG
Posts: 120
Joined: Fri Mar 02, 2007 2:56 am

Post by toastie »

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. :)
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.
User avatar
mjwest
Commodore
Posts: 4103
Joined: Sun Oct 08, 2006 4:30 pm
Location: Dallas, Texas
Contact:

Post by mjwest »

It would apply to the photon, hellbore, PPD, and ion cannon. And any other two (or more) arming weapon that contains an analog to (4C2c).
Image
Federation Commander Answer Guy
User avatar
asguard101
Lieutenant SG
Posts: 170
Joined: Sun Jul 20, 2008 3:00 pm
Location: Florida

Post by asguard101 »

Question: If a base is able to see a attack comming and is able to pre-load its weapons, shouldn't the attacker receive the same benifit?

Unless it was suprised by the base :shock:
User avatar
Steve Cole
Site Admin
Posts: 3846
Joined: Wed Oct 11, 2006 5:24 pm

Post by Steve Cole »

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.
The Guy Who Designed Fed Commander
Image
User avatar
mjwest
Commodore
Posts: 4103
Joined: Sun Oct 08, 2006 4:30 pm
Location: Dallas, Texas
Contact:

Post by mjwest »

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.
Image
Federation Commander Answer Guy
Post Reply