plasma arming

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mjwest
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Post by mjwest »

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.
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pmiller13
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Post by pmiller13 »

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?
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Post by mjwest »

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.
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Nerroth
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Post by Nerroth »

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.
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Dal Downing
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Post by Dal Downing »

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.
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Post by Targ »

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.
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Post by storeylf »

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.
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Post by mjwest »

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.
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Monty
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Post by Monty »

Will this make it to rev 6?
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Post by mjwest »

Yes, it will be in Rev6.
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pauls
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Post by pauls »

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

Thanks.
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Post by mjwest »

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.
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Post by Jean »

As soon as the e23 version is ready, the print version will be as well.
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