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Raven! Clan Snow Raven Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1326 Location: United States
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Posted: 04-Apr-2002 16:43 Post subject: Plasma Tip Pre Detonation Warheads |
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OK. Here is the basic idea.
The missile takes its explosive from excess plasma in the Fusion engine. Rather then venting the crap out, the excess plasma is poured into magnetic containment bottles on the missiles tip. This of course builds up a lot of heat.
When firing the launcher has damage of 3/m and heat of 2/m for LRMs and D=4/m and H=3/m for SRMs.
Now for the more confusing rules.
Ok these missiles don't come armed. what happens is that the player can declare them armed at the beging of the game, OR he can arm them during the game.
When arming it takes 1 turn to arm each ton of ammunition. The process starts at the rounds closest to the engine and works its way out, so if you have five tons of ammo you have to wait five turns to fire your missiles.
If you have them prearmed then they are all considered ready to go at the begining of the game.
If they are as soon as they are armed (whether during the game, or before it) they produce half of their heat. So the LRM produces 1 heat per missile, and the SRM produces 2 heat per missile, EVEN IF THEY DO NOT FIRE!. This is because the heat from the plasma is radiating from the missiles.
what does everyone think? is it a good idea? Bad idea? Random idea? If people like it i'll post the fluff for their development and costs and such. I also have some varients, but lets see if people actualy like this idea before I work on changing it
Raven!
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Raven! Clan Snow Raven Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1326 Location: United States
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Posted: 04-Apr-2002 16:46 Post subject: Plasma Tip Pre Detonation Warheads |
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oh yeah. Can't combine with NARC iNARC Artemis IV or V. Can't use TAG. Can't use other warheads in combination with the PTPD warhead. Can't be used on streak missiles.
Tanks and vechiles can fire without heat, but the weapons sitting heat STILL applies. Even on the turn the weapon is fired.
Raven!
[ This Message was edited by: Raven! on 2002-04-04 16:47 ]
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Rarich Federated Suns Leftenant General
Joined: 05-Feb-2002 00:00 Posts: 991 Location: United States
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Posted: 05-Apr-2002 15:06 Post subject: Plasma Tip Pre Detonation Warheads |
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so preloading and LRM 20 would cost 20 heat in addition to regular heat?
I think that would make it another L# tech that was stillborn.
_________________ Duct tape is like the force. It has a light side & a dark side, and strings also lie under it all.
Life is a sexually transmitted terminal disease.
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Raven! Clan Snow Raven Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1326 Location: United States
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Posted: 06-Apr-2002 08:12 Post subject: Plasma Tip Pre Detonation Warheads |
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yeah but think about an LRM 20 doing 60 damage. and it doesn't do 20 heat on the turn it is fired, it does firing heat which is fourty (not 20 + 40) which balances out the idea nicely because the larger LRMs would become super powerful, but the smaller LRMs and SRMs become useful (an LRM5 can inflict 15 damage for 10 heat, at 21 hexes, which makes it better then the Clan ER PPC!)
Raven!
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