ACTA SF Campaign Question

Tuladin

Mongoose
When in a campaign a ship is destroyed in the end phase by escalating damage, does any enemy ship get XP for destroying it? What if it was damaged by multiple ships? Or if it took the bulk of its damage from Asteroids?
 
I would award the combat unit that did the most damage the point for a ship destroyed by terrain. After all if something was not shooting at it it would have never plowed through a asteroid in the first place right?
 
Rambler said:
I would award the combat unit that did the most damage the point for a ship destroyed by terrain. After all if something was not shooting at it it would have never plowed through a asteroid in the first place right?

Agreed.

On the escalation destroying a ship, it should be possible to identify which ship inflicted the crit that caused the escalation.
 
McKinstry said:
Rambler said:
I would award the combat unit that did the most damage the point for a ship destroyed by terrain. After all if something was not shooting at it it would have never plowed through a asteroid in the first place right?

Agreed.

On the escalation destroying a ship, it should be possible to identify which ship inflicted the crit that caused the escalation.


Then again acta seems to want to avoid book keeping as much as possible.

Wouldn't surprise me if official answer would be "no xp" in that case. Likely the way I would play it too. No fun trying to remember potentially several turn ago happened events.
 
tneva82 said:
Then again acta seems to want to avoid book keeping as much as possible.

Wouldn't surprise me if official answer would be "no xp" in that case. Likely the way I would play it too. No fun trying to remember potentially several turn ago happened events.

I doubt there will be an official answer. It's their campaign, they can handle it any way they want.
 
Unfortunately Campaigns are book keeping and you are going to have to track who did what where. The rules probably could have been tweaked to a you get a XP for damaging a ship and surviving the battle and a bonus XP point for firing the killing blow. Then you woulg get no points for End Phase Esculations or terrain damge.
 
I would have to argue for not giving any ship the xp. There will be enough bookkeeping during the campaign that you don't want to track and remember who caused all the damage on each ship.

Just my 2 cents.
 
I think, its your campaign, do what you want (if the group agrees).

Part of being a gamer is dreaming up your own rules for things, how you'd like things to be different, or better, or worse, or whatever.

You could adjust the level of campaign XP to a much finer detail than provided in the rules. Like... its 10 XP for an XP die. And you get 10 XP for surviving a mission, 10 XP for destroying a ship. 5 XP for crippling a ship (over-ridden by later destroying that ship, canceling out this xp instead of getting 15 total) 5XP for capturing the objective. 1XP for every 5 data points you gather with the labs on the ship. Or anything else you can think of you want to give XP for.


I guess the most important thing is just to have fun.
 
Id go with the popular thought of which ever ship you felt dealt the killing blow. If it was the one that dealt the critical that caused the escalated death then go with that. If another ship did most of the heavy lifting and you want to keep another ship from getting the "Kill Steal" then so be it.

The idea of the campaign is to get experience and get special ships. Denying yourself experience is simply going against the idea of the campaign imho.

Most importantly its your campaign! Set the rules how you want them to go. Its like any game, if there are other "awards" you want to give out then do that as well. You are not limited to just what the book says. (of course, all players have to agree upon it.)
 
McKinstry said:
tneva82 said:
Then again acta seems to want to avoid book keeping as much as possible.

Wouldn't surprise me if official answer would be "no xp" in that case. Likely the way I would play it too. No fun trying to remember potentially several turn ago happened events.

I doubt there will be an official answer. It's their campaign, they can handle it any way they want.

But if it uses books campaign rules there's always room for official answer.

Otherwise might just as well say there's no point asking official rule on anything covered in faq. "It's your game, you can handle it any way you want".

(well actually that's correct answer too but some people do want to know the official solution. And campaign rules are no different to non-campaign rules in that regard.
 
tneva82 said:
[
Wouldn't surprise me if official answer would be "no xp" in that case. Likely the way I would play it too. No fun trying to remember potentially several turn ago happened events.

No XP

:)
 
Killing blow XP can be a bit iffy at times.

You can have a ship smash down the enemy shields, wreck its hull and leave it a limping wreck while in return be reduced to the same state then have some flash git in an FF swing past and put the killing shot into the enemy ship and claim the kill after havng done none of the work.

Don't track xp for kills ship by ship. If you want to do a bit of paperwork note how much damage a ship does to the enemy and awared xps base on that(base it on a ship doind as much shield AND hull damage as its own Hull rating). Kill xps and victory points can be shared between every ship that took part. That way the cruiser that spent the whole battle shooting people and taking hits in return gets more xps since its crew have gained more experience in the fight and the FF that has been pinking away from long range while acting as an init sink gets less xp even though the Ff technicaly killed the enemy cruiser.
 
Captain Jonah said:
...
You can have a ship smash down the enemy shields, wreck its hull and leave it a limping wreck while in return be reduced to the same state then have some flash git in an FF swing past and put the killing shot into the enemy ship and claim the kill after havng done none of the work.

Actually, in a campaign game I'd rather the fresh ship got the XPs instead of the ship that is about to be destroyed - XPs are of little use a ship that doesn't survive the battle!

Thank you, Mr. Sprange, for an author's answer to our question - I think that will be official enough to settle the debate in my group. :D
 
plus, it doesnt make much sense for a ship to gain xp if most of the crew get destroyed and people need to spend resources to repair it, the less resources needed to repair the ship, the more can be used for improvements.
 
However the whole point of gaining experience is actualy experiencing things to learn from.

Yes the ship takes casualties but its crew is battle hardened and has faced enemy fire where as the little FF that has been watching the whole fight on the view sceen from safety is the one that gets experience. They could get better just by playing Tri-d games if that was the case. :lol:

Also to make it even more complicated. Crews do abandon ship and get recovered. Its a bit harsh to just fly away and leave all those escape pods floating in space then put a completely new fresh out of the achademy crew on the next ship with that name. :wink:

Something I have found with these sort of campaigns is that no one really gets elite crews since as soon as you get something nice everyone else just picks on that ship and kills it. Mind you that could just be the sort of people I game with :roll:
 
just get all of your ships to soften up all the frigates and whatnot on your enemy fleet, and get your dreadnoughts to blow them up simultaniously. elite crew dreadnoughts have to be harder to kill than other ships, eh? and if you're lucky, a few extra hull plating upgrades dont hurt with those 10% per upgrade.

Speaking of the campaign, it says to 'round up' does this mean for any partial fraction that is above the 1.0 line gets rounded up, or only those which are 1.5 and above?

Assuming its allways rounded up if its above the 1.0 mark, adding hull for a Fed DN would go something like this.
base 60, first upgrade 66, second upgrade 73, third upgrade 81, fourth upgrade 90

Klink DN would get a little faster.
Base 64, first 71, second 79, third 87, fourth 96

Of course, for frigates, especially romulans, the snipe with 6 to start, would be 7, 8, 9, 10, 11, 13, 15, 17, 19, 21, 24, hehe, but that's a lot of upgrades to the hull.
 
Round up (or down) means just that - any decimal over the integer goes up (or down). If it was based around the 0.5 cut off it would have to say 'round to the nearest'.
 
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