FFS modifications

Re: Missiles and sensor tasks

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Date: Tue, 12 Sep 1995 10:41:16 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM
Subject: Re: Missiles and sensor tasks
Message-ID: <9509121641.AA01418@Rt66.com>

> 	I propose that we create two new range band for sensors, called
> Close and Point Blank. Close range would be .5 * Short and lock-ons would
> be an Easy task.  Point Blank (PB) would be .25*Short and lock-ons would 
> be Easy-1 task, with the -1 only coming into play to counteract positive 
> DMs the missile may have due to EMM or evading.  Sensor tasks would look 
> like this: 
> 		_RANGE_				_DIFFICULTY_
> 		Point Blank	(.25*SR)	Easy -1
> 		Close		(.5*SR)		Easy
> 		Short		(SR)		Average
> 		Medium		(2*SR)		Difficult
> 		Long		(4*SR)		Formidable
> 		Extreme		(8*SR)		Impossible
> 
> 	IMHO, this is more of a logical extension of the existing rules.

I would ammend this.  Keep halving ranges and making deeper easy tasks.
At Easy -1 effective assets >19 are not limited to 19, ie: they are
automatic successes if the asset is high enough.

The change in effective asset keeps following the pattern as well (twice
asset, 4 times asset, etc.).

For a SR16 AEMS we'd have:

Range(hexes)	Rangeband	Difficulty	Comments
--------------------------------------------------------
32		Medium		Difficult
16		Short(S)	Average
8		S/2		Easy
4		S/4		Easy -1		Automatic
2		S/8		Easy -2		Automatic
1		S/16		Easy -3		Automatic
.5		S/32		Easy -4		"	"
etc.

Drop fractions when doing ranges, I would guess: S/4 for SR10 would be
2, for example.  Fractions below a hex are kept for KKM purposes.

If you take this to be true for fire tasks, things get bad for KKMs if
there are few of them.  But if you shoot 1 more than the target can
auto-kill, then you still hit.  Rolls would still be made for
outstanding success, although for that purpose maybe there's a hard
limit of 19 (20 will never get outstanding results).

-Merrick