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Ship to ship combat paradigm

Good idea
 
Originally posted by Sigg Oddra:
</font><blockquote>quote:</font><hr />Originally posted by Piper:
A schematic representation using hit boxes would seem a lot more flexible if hit tables are an issue.
Some of the older naval wargames used a system like that; a gridded silhouette showing major areas.
Hmm, gridded silhouette and hit boxes. That would work.

I've just drawn up a scout, but I can't copy it here :(
</font>[/QUOTE]Late 1st edition Warhammer 40K used a similar system for shooting at vehicles. There was a sighting recticle that was placed over the section of the target that you wanted to hit, a (mostly) to scale outline of the vehicle and you rolled to see where you hit on the vehicle. There were a pair of lines on the vehicles that the center of the sight had to be placed in front of the first line for a front shot and behind the back line for a rear shot. It was a neat system. It had problems but was fairly workable, I could see that applied to Starship combat fairly easily.
 
SpaceMaster also used outlines with hitboxes. The boxes were organized in rectangles to simulate the effect of penetration versus damage.
 
Here is a very rough attempt at showing the damage box diagram for a type S scout:


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> 0

0 0
ooooooooo
0
0 0
0 0 0 0 0
0 0 0 0 0 0 0</pre>[/QUOTE]row 1 sensors (treat as a computer hit)
row 2 bridge - bridge (treat as a computer hit)
small circles = computer damage track
row 3 cargo hold
row 4 stateroom - stateroom
row 5 fuel - s/r - turret - s/r - fuel
row 6 fuel - common room - m/d - p/p - j/d - air/raft - fuel

The number of damage boxes for drives is equal to the number of hits they can take on the drive letter table in LBB2, fuel boxes and cargo boxes are 1 box per 10t round up.
 
Here are the MT weapons, reduced to easier numbers:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Weapon TL pen damage
beam laser 8 7 5
13 8 6
16 9 7
pulse laser 8 8 7
13 9 8
16 10 9
plasma gun 10 8 8
11 9 8
12 9 9
16 10 9
fusion gun 12 10 9
14 11 9
17 12 10
PAW 14 12 20
15 14 20
16 16 20
18 18 20
meson gun 16 - 12
17 - 24
18 - 36
20 - 48
disintegrator 18 20 40</pre>[/QUOTE]Armour converts over as follows:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">new High
armour Guard
rating factor
4 0
5 3
6 7
7 10
8 13
9 17
10 20</pre>[/QUOTE]
 
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