It came up in my last mission "Far Cry From Home" from Galactic Civil War. There
were 4 different ships that needed Hyperdrives 'fixed'.
The crew had locks on all the ships because they were trying to dial-in the
missiles and cannons to hit the hyperdrive modules. Some of the locks were on
ships they no longer needed them on. At the stage of the game they were in, they
were desperate to hit the rest of the Hyperdrives. Also, they were using the
Teleporter quite a bit so they wanted to make sure they would actually land on
the hit-allocation roll.
~Adam
--- In battlestations@yahoogroups.com, "Jeff Siadek" <jeff@...> wrote:
>
> Has this issue actually come up?
>
> I think your resolution is perfect.
>
> Admiral Siadek Out!
>
> ----- Original Message -----
> From: ademonh
> To: battlestations@yahoogroups.com
> Sent: Friday, July 03, 2009 12:36 AM
> Subject: [battlestations] Maximum Target Locks reached
>
>
>
>
>
> What happens when a ship has reached the maximum number of target locks?
>
> Such as when a size 9 Dreadnought has 9 target locks.
>
> Dreadnought has 3 locks on Ship A, 4 on Ship B, 2 on Ship C.
>
> The way I've been running it is that if say the science officer wants to add
two more target locks to Ship B, then it is allowed as long as 2 target locks
are removed somewhere else, say from Ship C.
>
> Thoughts?
>
> ~Adam
>