Andrew said:
However, I will be the first to admit I have difficulty understanding the concept to begin with. Not to mention I have a fair amount on my plate right now.
I could illustrate to make it clear. Once you grasp the concept, it's actually easy to picture for people whom just want to interpret it on the fly... just as long as everyone is more or less on the same page. Sure, there are numbers if the people want to use them, but most of the time... people actually shouldn't have to as long as those concerned know what they have to keep track of.
As for power sources/distribution...Why not start a separate discussion?
I'm not ready to start that yet. We're opening a whole big can of worms if we go in power distribution because it involves power generators, the power usage behind ship system, how much power supplies a ship can have, how much systems those can power and the fuel consumed in certain cases.
And that's just the tip of the iceberg. I'd rather change things bits by bits and adjust gradually so that the changes are easy to cope with for everyone. I feel it is enough for the purpose of this discussion to just have people accept that there is a healthy amount of give-or-take involved and that you can't just derive a favorable advantage without there being a cost for the benefit you're asking for.
Oh and Fred, I do use fold sometimes in combat to make very sudden movements-like escape. So it is not all that bad. But yes, I agree it should have a power cost--> but that is a discussion for the power sources/distribution thread if you make one.
Again, it's much more efficient to just use a brief use of the superluminal drive to get to somewhere else in an eyeblink without having to use something so cumbersome as the fold drive system. You know, what Toshiro calls the FTL tactical jump.
One problem this brings is the whack-a-mole syndrome I mentioned earlier.
Another problem this bring is that if it is so each to make high-c FTL jumps (in the several hundreds/thousands) then it makes it really easy for a ship to disengage from battle and escape. If every ship has this ability to shake off anti-FTL fields nearly at will, some of those would always be able to escape, never be truly commited to battle and such.
The high STL jump maneuver (when you triple your speed) solves the purpose of getting out of dodge quickly. The original concept of superluminal battles in the SARP is really cumbersome and I sincerely believe that it would be much more beneficial to use FTL speeds in battles to alleviate timelags rather than the ways we are using it now for convenient (maybe too convenient) escapes.
After all, if we want to really break off combat, we have cloaking devices too (CFS stealth), though CFS stealth in itself makes silent running sort of useless... and silent running is likely what we should use if we want to make intelligent flanking maneuvers and the like.
Uso said:
If anything the 5th XF plot has shown that the interdiction system is working just fine.
Sorry, but it looks to me like the way interdiction fields are seen right now
is flawed. An Unfortunate Night is a blatant proof of people trying to use the information they have intelligently and there are despite that mismatches and excesses.
*pats Zack* Don't worry. I know you're conservative. But don't forget that I'm the one whom clarified things earlier last year about interdiction fields and FTL jumps.
And not that player freedom thing again >_< Let that argument go: it's
never done you any good. People are still free to gloss over things as their plot permits if that's how their plots are, but having
consistent details (I can't emphasize this enough) is the difference between me having to lead a player by the nose, a player trying to pull out something out of his arse and getting a hit or miss as to the result, or the player coming to his station and knowing what his job is.
There are different freedoms. The freedom to interpret things loosely, and the freedom to trust a player to have his character do his job when he is armed with the knowledge to properly do it. As a Game Master, I feel it is more important to put the power in a player's hand so that he may make more of a difference.