Topic: S:NE Weapons Design Question

I was wondering if folks still make weapons in S:AE stats and then convert them, or if they're making weapons from scratch?

If you're making them from scratch, is there any sort of logic to how you assign a BAS?

Cheers.

Re: S:NE Weapons Design Question

MRCAcct wrote:

I was wondering if folks still make weapons in S:AE stats and then convert them, or if they're making weapons from scratch?
If you're making them from scratch, is there any sort of logic to how you assign a BAS?
Cheers.

I've been designing them from scratch since last summer.
I always set the BAS at one, because it's easier for me to think of the weapons and dice in terms of a one to one relationship.

Kevin

Re: S:NE Weapons Design Question

I set the BAS at one also.  For my naval-style ships, each turret or mount is a weapon, for example my Arizona design has FX3, FX3,AX3,AX3 for its main battery of 12 weapons that have Dx2.  This battery represents the twelve 14" guns that the Pennsylvania, New Mexico, & Tennessee class BBs had.
There is a heavy AA battery that has less range, & has repeating.
For me, there are enough variety in the type of weapons that can be made in the S:NE.  I like the simplicity of this new version, and the greater ease of play.  All of my weapons on my Naval ships have Guided so I don't have to keep track of short, medium & long range.  This way there is just One huge "medium" range from 1 to 18 for the 14" guns, 1 to 15 for the 5"guns, and 1 to 6 for the close range 40mm guns.  It makes my ships easy for me to play. 
I like it; my Compliments to the game designers. 8-)

:arrow: After playing several games, I realize that these large arcs for expensive weapons are too costly. 
I have changed this design and will post the latest version in the B-Basin.

Re: S:NE Weapons Design Question

I've been doing a mix of both setting weapons to BAS 1 and working from there and designing them in SAE terms first. I have found that the conversion process often doesn't quite produce what I was hoping (either in terms of traits, or BAS), so I am trying to do more from scratch as SNE weapons. One thing I've found as helpful is to make a series of weapons and then start plugging them all into the shipyard ship sheet, 1 weapon each all with the same arc. That way I can get a good feel for the proportions of each weapon in terms of SU used, and I can play around with them that way. I don't know if that makes any sense, but it's how I've been trying to get a feel for how SNE's weapon designs work.
Cheers,
Erik

Re: S:NE Weapons Design Question

After some thoughts, and although I've still didn't design anything, starting from scratch is a much better proposition, just because you don't have to do the math.

Marc

Re: S:NE Weapons Design Question

Even though there are no mechanical differences from doing so, I often will choose to have a higher BAS than number of weapons. FF12 at BAS1 is the same as FF1 at BAS12, but in my head the former is a battery of twelve light guns, while the latter is one enormous one.

Re: S:NE Weapons Design Question

I would say that an enormous gun would have Dx 2 or 3, or catastrophic, whilst a lot of guns couls have volatile.
Just a thought.

Marc

Re: S:NE Weapons Design Question

True, though I usually reserve those attributes - Dx2, Dx3 and Catastrophic - for weapons that have no better chance of hitting, but when they do, do great damage. Missiles and other explosive effects, radiation, that sort of thing.