Burger said:Slow loading is enough, you can track it with a token or simply your memory. What do you track a weapon that takes 3 turns to reload with, a dice? No thanks!
Don't worry, I nailed that one to the wall straight away

Burger said:Slow loading is enough, you can track it with a token or simply your memory. What do you track a weapon that takes 3 turns to reload with, a dice? No thanks!
msprange said:Burger said:Slow loading is enough, you can track it with a token or simply your memory. What do you track a weapon that takes 3 turns to reload with, a dice? No thanks!
Don't worry, I nailed that one to the wall straight away![]()
AdrianH said:On screen, FTL combat seemed to be rare. (The "Picard Manoeuvre", introduced in TNG, would probably not work against a ship designed for FTL combat and definitely wouldn't work in FTL combat.) That aside, ranges will have to be a lot longer than in previous forms of ACTA, otherwise battles will be very short and consist of the captain saying "Open fire - oops, too late" as the ships whiz past each other before anyone can press a firing button.
It means the game table will have to represent a star system, not the vicinity of a planet, which at the least means the rule disallowing more than one planet on the table goes out of the window. Another possibility might be to do for warp speed combat what B5:ACTA did for hyperspace combat, which is to write special rules for it but make most battles sublight speed. (What happens if you fire an energy weapon while you're going at warp speed - do you run into your own phaser blast?
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Excellent!msprange said:Don't worry, I nailed that one to the wall straight away![]()
Wrong, Slow-Loading is every other turn and there is no such thing as very slow loading. For weapons with extremely long reload times (e-mines on a G'Quan for example) there is One-Shot which is self-explanatory; the time taken to reload is considered longer than the actual battle will last, therefore it's not worth worrying about.Rambler said:If I am reading this right Slow Load is every other turn And Very Slow is every 3rd turn right?
In CTA, missile and (in 1st ed) energy mine variants are chosen at the start of a battle, not on a turn-by-turn basis. ACTA is about quick action, not book-keeping. Flexibility and "realism" is sacrificed for simplicity and speed. I don't want to keep track of how many turns it is since it fired... that kind of thing is fine if you only have 1 or 2 ships but if you have 10, each one with multiple weapon systems, in multiple arcs, some of which may have fired and some may not? And don't even start on what happens if you split your AD's!Rambler said:If that the case you can use the Slow Load Rules to Load a Light Plasma F in a Heavy Plasma Launcher. And if for some reason you do not fire it allow it to become a full strength Heavy Torpedoe (Type G,S or R) on the thrid turn.
Da Boss said:@ Adrian - I wouldn't be surpised if Stealth = Cloaking
Tactical Warp - form other posters it seems that msot SFU battles take place at Warp - I guess this removes the cool rules for terrain for the most part?
@ Adrian - I wouldn't be surpised if Stealth = Cloaking
As I said, the problem with simply using Stealth as Cloak is that you can't sneak up behind the enemy ship because he can see you and turn to face you. Maybe allow cloaked ships to move after uncloaked ships?
If you abstract out the flight times of these weapons it will change the feel of them in game play a little bit but, that is a detail that may need to be sacrificed in the name of playability.
Sounds sensible, give the Romulans the same ability that the Shadows have.locarno24 said:If it was me, I'd make cloaking something more akin to ACTA 2E hyperspace rules - that is, it's not something you can repeatedly switch on or off in a game but allows you to drop in a ship (or a squadron) on an enemy's flank or rear - essentially using the romulan's sneakyness to balance out the klingon's manouvrability or starfleets more 360' weaponry.
Weak, LOL...Da Boss said:1) you fire but loose any weapon traits (ie no SAP, AP etc)
Burger said:Weak, LOL...Da Boss said:1) you fire but loose any weapon traits (ie no SAP, AP etc)
I'd be happy with any of the above as long as the ships were balanced with that in mind. You couldn't just, for example change to these stealth rules in ACTA. Minbari would need extra damage points to make up for it. But in a new game where it all needs balancing anyway - go for it.
katadder said:well my suggestion is on phase in/out you shoot them with half AD but hit normally, on fully cloaked you half AD and only hit target on a 6.
the phase in/out could be swapped to full AD hitting on 6s instead if people would like that way.
peoples thoughts on this way?