Subject: Spicing up ECM and Sensors Date: Thu, 02 May 1996 01:35:57 -0400 (EDT) From: Pilot of the storm that leaves no trace Reply-To: FTGZG-L@bolton.ac.uk To: FTGZG-L@bolton.ac.uk In a fit of sleep deprivation (or is it insomnia?) I decided to plod about further with some Minbari tech designing I've been toying with, and one of the things I've been playing with (in the back of my mind; there's lots of room back there to play, you see ;-) was using ECM and Sensors to affect weapons fire. As they stand now, in the FT/MT rules, they only affect one's ability to 'see' the other ship (and what it may or may not have for systems). I got to thinking (dangerous, yes I know), 'why stop there?' Maybe you see where I'm going with this, maybe you don't. It's also quite likely this has been brought up before, and either I wasn't around, or I missed the posts. But I thought I'd throw this out there for rabid tearing apart by y'all. --- Enhancing ECM: In addition to everything it already does, ECM has the ability to jam or break weapons locks from firing vessels. To simulate this, simply apply a -1 to the 'To Hit' rolls per ECM suite *active* on a ship. Against things like Kra'Vak railguns (or the Heavy Beam Weapons I have in my B5 rules), each ECM system may, at the same time it is degrading lock-on, reduce the damage (the weapon may have hit, but it hit off to the side somewhere, and not in a critical location - you hope!). A ship may not have more than 2 ECM systems active at a time. Question: would this be something that can be used IN CONJUNCTION WITH what the ECM system can already do? Would this be unbalancing? I don't know. So... Alternatively, an ECM system has two modes of operation: 1) those given in the MT rulesbook 2) the above paragraph (degrade lock-on and reduce weapons damage) An ECM system may switch from one or the other between turns, but can only be in one mode at a time. In this option, a maximum of 2 ECM systems may be in weapons-jamming mode at a time. Any others are in sensor jamming mode (eg, the desc from the MT rulesbook). ECM systems cannot cause a roll to be less than '1'. Missiles could be affected as has been recently described here on the list (ie, make missile lose lock-on for the turn). This would be considered part of the Mode 2 above. Area ECM systems would do the same, just over an area instead of individually. ECM would also affect fighters - as long as the fighters are greater than 2" away. For sake of arguement let's assume that if fighters are closer than 2", they've got a pretty good visual bead on ya. Greater than that they are relying more on targetting computers (2" was just a number pulled out of the hat, but it 'feels' right, since fighters can attack from up to 6" away). This, if adopted, would certainly get people to start using these systems. ;-) Enhancing Sensors: In addition to everything they already do, Enhanced and Superior Sensors allow for better weapons lock and target tracking. To simulate this, simply apply a +1 to the 'To Hit' roll ONLY (*not* to the damage roll for Kra'Vak or Heavy Beam Weapons; they already do enough damage! likewise pulse torps) for each level of Sensor (basic sensors give +0, Enhanced give +1, Superior give +2). You can have two Enhanced Sensors on your ship, but you can only get a +1 from both of them. Sensors are not additive. Sensors cannot cause a roll to become higher than '6'. If you roll a '6' and are using Superior Sensors, your roll is still a '6'. However, if you rolled a '4', then your roll would be a '6'. And if using Sensors in the manner described in MT/FT would be considered unbalancing when used AT THE SAME TIME for weapons lock/target tracking, then have Sensors be in one of two modes, like the ECM systems above. Sensors do not help missiles in their attack runs. Nor do Sensors assist fighters in their attacks. These are ship-only systems. --- Well, there ya have it, for what it's worth. I would think that maybe if anyone was playing with different tech levels to have Superior Sensors at a higher tech level than Enhanced Sensors. But that's if you want to play with tech levels. ;-) Mk (note to myself on Omega-class design - they get Enhanced Sensors, no ECM) ------------------------------------------------------------------------- All that is gold does not glitter, all those who wander are not lost. http://scivax.stsci.edu/~kochte/indy.html