Dual-Mode and firing arcs

The Universal Game of Starship Combat
Doresh
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Dual-Mode and firing arcs

Postby Doresh » Sun Apr 10, 2016 8:41 am

I've just wondered: Is there anything speaking against having Dual-Mode weapons with different firing arcs? I suppose it works on a construction level as it just changes the SU cost, but I fear this could be abused for things like broadside weapons
Last edited by Doresh on Thu Apr 14, 2016 6:52 pm, edited 1 time in total.

mj12games
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Re: Dual-Mode anf firing arcs

Postby mj12games » Sun Apr 10, 2016 5:14 pm

From a gameplay and/or balance perspective, nothing seems blatantly wrong with it -- although it does seem a bit munchkin-y.

I'd be interested to know how it's explained "in-universe", though.
Daniel Kast
Majestic Twelve Games
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Doresh
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Joined: Sun Apr 24, 2011 12:23 pm

Re: Dual-Mode anf firing arcs

Postby Doresh » Sun Apr 10, 2016 6:02 pm

Oh, I'm just tinkering with Full Thrust conversions, and the Sa'Vasku have organic ordnance launchers who can launch proper torpedoes with a narrow firing arc and a swarm-based anti-fighter weapon that covers all 360°. I might just take a middle ground and make the torpedoes more maneuverable and the swarm more sluggish.

mj12games
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Re: Dual-Mode anf firing arcs

Postby mj12games » Sun Apr 10, 2016 6:48 pm

And you'll be sharing the results, right? :)
Daniel Kast
Majestic Twelve Games
www.mj12games.com

Doresh
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Joined: Sun Apr 24, 2011 12:23 pm

Re: Dual-Mode anf firing arcs

Postby Doresh » Sun Apr 10, 2016 7:06 pm

We'll see about that XD


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