RabidVargr
SOC-13
Got two gearheadish questions for ya.
1) I'm trying to design a fighter with 2 pulse lasers and a missile tube across a foward mounted "turret." I saw the rules on batteries, but I'm thinking that that'd be too inexpensive to just throw in a pair of batteries and I've got 2 full powered lasers for 2 hours at such a cheap cost. Thinking it'd end up a bit munchkinish. So does anyone have any ideas on a capacitor? Saves up extra power every turn till discharged? Caps out at one EP per unit? If you've got .1EP left over a turn, takes 10 turns to charge and all that, but once charged, it's an extra EP? Otherwise I can throw in a cheap battery and have that extra EP for a whole hour.
2) How do you cross over vehicle weapons into ship weapons and vice versa? Say I want to mount a VRF Gauss as a "sea-wiz," an anti missile/ground attack weapon?
Thanks for the ideas, I want to get ideas that ballance the game, not just munchkinate it.
RV
1) I'm trying to design a fighter with 2 pulse lasers and a missile tube across a foward mounted "turret." I saw the rules on batteries, but I'm thinking that that'd be too inexpensive to just throw in a pair of batteries and I've got 2 full powered lasers for 2 hours at such a cheap cost. Thinking it'd end up a bit munchkinish. So does anyone have any ideas on a capacitor? Saves up extra power every turn till discharged? Caps out at one EP per unit? If you've got .1EP left over a turn, takes 10 turns to charge and all that, but once charged, it's an extra EP? Otherwise I can throw in a cheap battery and have that extra EP for a whole hour.
2) How do you cross over vehicle weapons into ship weapons and vice versa? Say I want to mount a VRF Gauss as a "sea-wiz," an anti missile/ground attack weapon?
Thanks for the ideas, I want to get ideas that ballance the game, not just munchkinate it.
RV