Re: Space Weapon Effective Ranges-->Ship Design

Part of thread: Re: Space Weapon Effective Ranges-->Ship Design · 1 reply ↳ In reply to Re: Space Weapon Effective Ranges-->Ship Design — Master Uxi Re: Space Weapon Effective Ranges-->Ship Design — Master Uxi
My main rationale for discarding hull jump grid was carried craft, but
stronger in my mind was that the hull grid just felt too narrowly literal
as well as operationally inflexible, and not interesting enough.

> Part of it was getting more specific and granular than FF&S design
> intended
> without a real change in the rules ("What was the jump drive doing with
> that h2? Some of it was being burned in a high yield power plant inside
> the Drive but some was getting ejected to form a bubble outside the ship)
> much less invalidation of designs from Supp 9, etc (which DGP obviously
> didn't think of). I wanted to allow even Vilani ships to be able to use
> grapples, etc without needing subcraft needing that same grid.
>