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MT Ship Combat

I agree that the MT starship combat rules lack some zing.

I think as a wargame, it's fine, but I've always had a problem with 20 minute turns being 'exciting'.

Guess I grew up with too much Battlestar Galactica, Buck Rogers, and Star Wars.

I'm keeping my current group out of starship combat for now, but later I'll bring it all together.

I am toying with the idea of making starship combat completely skill based, with certain adjustments for computer power and weapon effects.

I think the biggest problem is that while the MT SS combat does allow for skill replacement of certain computer factors, etc, most often I find that on the 'real' military vessels, their computer number is usually higher than character skill levels.

Why learn Turret weapons-3 only to not be able to use it when firing weapons from a ship with a model 3+ computer?

Once I figure out how I want to spice things up I'll post it for everyone's feedback.

Keep the engine running and the weapons hot,

Robert
 
Hi Robert,

20 minute turns:
Today I had an awful, showstopper bug in our software config management system. And we had to to prepare a release on afternoon.
I just say: several 20 minutes turn were just gone with the wind and there was much adrenalin flowing around


But I had this srewing feeling, too. So I just compressed the whole combat: range scale and time scale. Of course it changed nothing during a gaming session regarding combat resolution or suspense. So I changed it back


Skills:
I finally decided to ADD appropriate skill levels to the confrontation tasks, in order to respect the individuals skill and dont let them be too dumb compared to the machine


Regards,

Mert
 
Hi Robert,

20 minute turns:
Today I had an awful, showstopper bug in our software config management system. And we had to to prepare a release on afternoon.
I just say: several 20 minutes turn were just gone with the wind and there was much adrenalin flowing around


But I had this srewing feeling, too. So I just compressed the whole combat: range scale and time scale. Of course it changed nothing during a gaming session regarding combat resolution or suspense. So I changed it back


Skills:
I finally decided to ADD appropriate skill levels to the confrontation tasks, in order to respect the individuals skill and dont let them be too dumb compared to the machine


Regards,

Mert
 
Hi Robert,

20 minute turns:
Today I had an awful, showstopper bug in our software config management system. And we had to to prepare a release on afternoon.
I just say: several 20 minutes turn were just gone with the wind and there was much adrenalin flowing around


But I had this srewing feeling, too. So I just compressed the whole combat: range scale and time scale. Of course it changed nothing during a gaming session regarding combat resolution or suspense. So I changed it back


Skills:
I finally decided to ADD appropriate skill levels to the confrontation tasks, in order to respect the individuals skill and dont let them be too dumb compared to the machine


Regards,

Mert
 
Originally posted by TheEngineer:
in order to make it "user friendly" I packed the whole stuff into a computer program, which tells me "to hit", "to pen" values at given ranges or just simulates complete combat itself.
Hey there -- is this something that you could or would share?

I'm very curious!

Thanks,
Dan
 
Originally posted by TheEngineer:
in order to make it "user friendly" I packed the whole stuff into a computer program, which tells me "to hit", "to pen" values at given ranges or just simulates complete combat itself.
Hey there -- is this something that you could or would share?

I'm very curious!

Thanks,
Dan
 
Originally posted by TheEngineer:
in order to make it "user friendly" I packed the whole stuff into a computer program, which tells me "to hit", "to pen" values at given ranges or just simulates complete combat itself.
Hey there -- is this something that you could or would share?

I'm very curious!

Thanks,
Dan
 
Hi !

Just to be curious:

Who has actually used or still is using the MT ship combat system anyway ?

I would like to take a look at other house rule modifications of that stuff..

Regards,

Mert
 
Hi !

Just to be curious:

Who has actually used or still is using the MT ship combat system anyway ?

I would like to take a look at other house rule modifications of that stuff..

Regards,

Mert
 
Hi !

Just to be curious:

Who has actually used or still is using the MT ship combat system anyway ?

I would like to take a look at other house rule modifications of that stuff..

Regards,

Mert
 
Mert

I'm currently revising my combat mechanics for MT... (Mainly since My website went away).

Under the vehicle combat rules, however, 1 minute turns become somewhat viable for ship combat. (ROF's are listed in the Ref's Manual for all hardpoint weapons.)

1 minute is 60 seconds, or 600m/s vector change per G, or 36000m/min vector change. Using a half-G hex size (18km) makes the ranges as listed reasonable.

I thnk I will go through striekr and revise the damages.

Meson damage formula
Dmg=1.2RbRbRb
where Rb= burst radius in m.
Or, simplifying,
Dmg=152*USP

assuming:
- you are using the DPx10 erratum from the Ref's Screen.
- x8 is the maximum possible damage modifier
- Rb is 5m * USP Conversion Value (A=10, F=15, L=20, etc)
- I remebered Sphere vol correct as 4/3PiR^3
- I calculated correctly.

I would raise the difficulty of meson fire by 1 level, due to the need to be three-d intercept in a short-length pulse.

(Most beams can treat the itnerecpt as a a 2d-solution...)
 
Mert

I'm currently revising my combat mechanics for MT... (Mainly since My website went away).

Under the vehicle combat rules, however, 1 minute turns become somewhat viable for ship combat. (ROF's are listed in the Ref's Manual for all hardpoint weapons.)

1 minute is 60 seconds, or 600m/s vector change per G, or 36000m/min vector change. Using a half-G hex size (18km) makes the ranges as listed reasonable.

I thnk I will go through striekr and revise the damages.

Meson damage formula
Dmg=1.2RbRbRb
where Rb= burst radius in m.
Or, simplifying,
Dmg=152*USP

assuming:
- you are using the DPx10 erratum from the Ref's Screen.
- x8 is the maximum possible damage modifier
- Rb is 5m * USP Conversion Value (A=10, F=15, L=20, etc)
- I remebered Sphere vol correct as 4/3PiR^3
- I calculated correctly.

I would raise the difficulty of meson fire by 1 level, due to the need to be three-d intercept in a short-length pulse.

(Most beams can treat the itnerecpt as a a 2d-solution...)
 
Mert

I'm currently revising my combat mechanics for MT... (Mainly since My website went away).

Under the vehicle combat rules, however, 1 minute turns become somewhat viable for ship combat. (ROF's are listed in the Ref's Manual for all hardpoint weapons.)

1 minute is 60 seconds, or 600m/s vector change per G, or 36000m/min vector change. Using a half-G hex size (18km) makes the ranges as listed reasonable.

I thnk I will go through striekr and revise the damages.

Meson damage formula
Dmg=1.2RbRbRb
where Rb= burst radius in m.
Or, simplifying,
Dmg=152*USP

assuming:
- you are using the DPx10 erratum from the Ref's Screen.
- x8 is the maximum possible damage modifier
- Rb is 5m * USP Conversion Value (A=10, F=15, L=20, etc)
- I remebered Sphere vol correct as 4/3PiR^3
- I calculated correctly.

I would raise the difficulty of meson fire by 1 level, due to the need to be three-d intercept in a short-length pulse.

(Most beams can treat the itnerecpt as a a 2d-solution...)
 
Hi !

Merging space and vehicle combat would be great, but up to now I had no time to work that out.
So I hope you might proceed here, Aramis.

Besides, I made my MT space combat sim available online. Just take a look at the software solutions.....

Regards,

Mert
 
Hi !

Merging space and vehicle combat would be great, but up to now I had no time to work that out.
So I hope you might proceed here, Aramis.

Besides, I made my MT space combat sim available online. Just take a look at the software solutions.....

Regards,

Mert
 
Hi !

Merging space and vehicle combat would be great, but up to now I had no time to work that out.
So I hope you might proceed here, Aramis.

Besides, I made my MT space combat sim available online. Just take a look at the software solutions.....

Regards,

Mert
 
OK, Mert, I'll see if I can make it workable for the average shlub with just MTPH, MTRef's, and MTIE.

Batteries:
a battery uses the average gunnery skill of the gunners, Pen is the average of the weapons in the battery. Damage is the total of the weapons in the battery.

Batteries gaina couple of options...
1) Dispersed sheaf: -1 DifMod, 1/4th damage
2) Concentrated Sheaf: +1 DifMod, double damage (intentionally NOT ballanced)

Bays and Batteries: There is no reason bays can't be in batteries.

Mixed Batteries: Bad Idea. Only reason would be for mixed turret munitions... So organize the turrets into the batteries, not the weapons therein, but list each mounted weapon type as a single Battery, but the turret battery gets the damage track.

Say, would yall prefer I do a PDF for say, download, or post dribs and drabs here?
 
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