[Jim Baranski sent the following for TML-Not!; since TML is back
I am no longer producing TML-Not!, so Jim requested that I send
this to TML. -- Wildstar]
Date: Mon, 14 Dec 1992 10:33:12 -0500 (EST)
From: [email removed]
Subject: RE: TML Nightly - Not! (#6)
""Exterior demountable tanks and drop tanks simultaneously increase fuel
capacity and ship tonnage; drop tanks, however, MAY (emphasis mine) be
detached just prior to jump to reduce ship tonnage in order to achieve
greater performance.""
I see... I would think that drop tanks would not have jump grids. How would
you play unarmored tanks different then unarmored tanks?
"Assuming your ships will not get into combat just because you don't intend
them to is "pretty stupid". What if your enemy has other plans?!?"
NOTE: right after the start of the TCS game I lost reliable network access, so
I don't know how much of my original intentions were carried out by my
successor.
The intent was for the carriers to jump in, deliver the riders, and jump out
again immediately to the roundevous (or have different pickup ships jump in at
the prearranged roundevous point)
"The lack of J-drives ensured that they didn't escape."
That was my point. That they were outnumbered explains thier loss of the
battle. They were designed to be used in situations where *they* had numerical
superiority.
"Jim, when your 1G riders tried to run, they were followed by 6G fighters and
riders. When your 1G carriers tried to rendezvous with your riders, those 6G
riders and fighters shot your carriers to pieces, thus putting even more of New
Colchis' ships in the bag. Whenever your riders tried to get to a carrier to
jump away, the effect was to put the carrier out of action too."
Poor tactics for the riders to lead overwhelming enemies to the roundevous
point, when they couldn't shake them...
All in all, it would have been better if they all had Jump drives.
BTW, can you put me on the TCS 'listeners' list? and fill me in on what's gone
on?
Jim.