Captain Jonah
Mongoose
rinku said:Egil Skallagrimsson said:Details please! What is the canonical position? As someone only familiar with MonT I have had some problems with Particle Beams (see earlier thread on the topic!). One of the issues has been the compartively low tech that particle beams become available. Hope it wasn't all a misprint!
In my mind someone either confused the "available tech level" for the general technology of Particle Accelerator weapons with the specific tech required for the compact versions, or that they thought the weapon tables needed a kick-arse beam weapon in basic.
Yep, problem is it not only kicks backside at low tech levels, it keeps kicking at the higher tech levels as well.
Pbeams are better at tech 8 bays than fusions are at tech 12, more damage and better range. The extra price is nothing when compared to the overall cost of the ship the weapons are on.
MonT doesn't use varied stats for tech levels which is part of the problem
If a weapon does damage as stated at its tech level then does 1D more every +3 techs a tech 15 pulse laser comes in at 4D against a tech 15 Pbeam doing 5D at much longer range, the Pbeam is still powerfull but not overwhelmingly so.
Weapon...........Tech for +1D ............ Tech for +2D...........Tech for +3D
Laser.....................10................................13.........................16
Pbeam...................11................................14
Missiles...................9.................................12..........................15
Plasma...................13...............................16
Fusion....................15
The extra tech level abilities apply still for making a lower tech item at a higher tech level so a tech 15 ship with Laser-13s is +2 levels for possible abilities. Makes missiles something more than paint scratchers as well, tech 15 missiles doing 4D become something to worry about not ignore.
Prices will probably need to be modified to reflect the smaller number available from high tech factories and the more expensive bits involved. Possibly +50% on base price for each tech step so pulse-13 will cost Mcr1 and building it at tech 15 for the +2 tech will cost 125% as normal. Missiles cost an extra 150% at tech 15 and so on.
Helps with the levels or armour on ships as well. A high tech 4D laser will scratch the paint on a battleship but it should scare the stuffing out of a stroppy merchant with 4 whole points of armour. Makes those tech 15 Imperial gazelles and PCs a lot more capable against civi ships. :twisted:
Plus it allows your players to upgrade to higher tech weapons, gives them something to spend surplus cash on or get higher tech weapons as campaign rewards etc.