dag'karlove said:Actually If I remember correctly and I do I won the game Joe Boo saw to that too.
If I hadn't pummeled David's ships with all those missiles, you'd never have taken them down...
dag'karlove said:Actually If I remember correctly and I do I won the game Joe Boo saw to that too.
dag'karlove said:Yet again a True staement. But Then again I still won. Thanks for the assist. I shall let you play on my side any time you wish. And you can be the one that says "Im The champs sidekick". :lol:
One of the few things that bother me about ACTA is what I think of as conditional defenses, defenses that work against some fleets, but not against others.CZuschlag said:Still, though --- Hull 4 needed a rehabilitation, and the 1e beam rules wouldn't allow it to happen, ever. They needed to change; at minimum a cap of 3's to hit might have been necessary along with removing a beams capability to CAF, at the far end, turn the beam into a brand new type of weapons system -- one that ignores Hull -- and go from there. The status quo just couldn't be maintained in a D6 system, however. The need for a change was dramatic; Mongoose got this one right.
ShopKeepJon said:I have problems with any weapon system that completely eliminates a major defensive system/trait.
ShopKeepJon
darklord4 said:ShopKeepJon said:I have problems with any weapon system that completely eliminates a major defensive system/trait.
ShopKeepJon
What if it completely eliminates 2(Interceptors AND high Hull)?![]()
lastbesthope said:darklord4 said:ShopKeepJon said:I have problems with any weapon system that completely eliminates a major defensive system/trait.
ShopKeepJon
What if it completely eliminates 2(Interceptors AND high Hull)?![]()
But remember, while Beam weapons suffer no disadvantage against high hull vessels, they don't gain any advantage against low hull vessels.
LBH
Why not just assign AP and SAP for each ship instead of making it class based? Assigning per ship allows you to mix up AP, SAP, NAP where appropriate.Methos5000 said:If you reintroduce AP and SAP to beam it should be broken down by priority level or something, Patrol nothing, Skirmish and Raid have AP and Battle on up have SAP. This could represent the bigger ships having much larger power reserves available and would actually encourage people to buy up to the larger ships as their beam tech is better.
The reroll is entirely unnecessary as it increases the average damage of all beams.Methos5000 said:All things considered though I think beams are much better now then in 1st ed. Having a little more stability in some of the beam rolls would be nice on average I think I have ended up with more 1 hit volleys off of 8AD then I have with 15 hits from that same 8 AD. Im not saying make beams completely predictable but I liked some of the ideas. Maybe something similar to others posted on here:
6: 3 hits
5: 2 hits
4: 1 hit
1-3 reroll once with maximum hit being 1
basically you get the reroll but regardless of what you roll you can only score one hit
I like the fact that ACTA uses common dice. It fits in with the quick/easy play feel I get from the game. Not sure I'd like to roll 10 D20s! Look out! Meteor storm on the table!CZuschlag said:These sorts of adjustments were precisely why I was advocating a D12 system a long time ago. The most balanceable systems I have found to date have either been 2D6 systems or D20 (preferred).
GhostRecon said:How about the earlier variation on Burger's proposal?
6 = D3 Hits
5 = 1 hit
4 = 1 hit
3-1 = Re-roll once
David said:GhostRecon said:How about the earlier variation on Burger's proposal?
6 = D3 Hits
5 = 1 hit
4 = 1 hit
3-1 = Re-roll once
Cute, but I'd prefer to reduce my need to do math while I am gaming and drinking.![]()
The balancing factor was that the vast majority of beam-dependent fleets don't have Interceptors or high Hull values. This means that if for example a Minbari, Drakh or Vorlon fleet comes up against an EA, Centauri or Vree fleet, then the "normal" weapons that are facing them (or at best only a few beams are facing them) will hit hard because they don't have to beat Hull 6. Same for Accurate weaponry - take a look at the ships that carry Accurate weapons (mainly the Drakh Light Raider, the ISA ships and the Liati) - all have Dodge scores so if they face each other then there will again be a balanced fight. It's not perfect admittedly but there aren't too many genuine mismatches.ShopKeepJon said:One of the few things that bother me about ACTA is what I think of as conditional defenses, defenses that work against some fleets, but not against others.CZuschlag said:Still, though --- Hull 4 needed a rehabilitation, and the 1e beam rules wouldn't allow it to happen, ever. They needed to change; at minimum a cap of 3's to hit might have been necessary along with removing a beams capability to CAF, at the far end, turn the beam into a brand new type of weapons system -- one that ignores Hull -- and go from there. The status quo just couldn't be maintained in a D6 system, however. The need for a change was dramatic; Mongoose got this one right.
For example:
This means that some fleets are severely disadvantaged against certain other fleets.
- Hull 6: useless against beam fleets, but very powerful against fleets without beams.
Interceptors: same as Hull 6 above.
Dodge: useless against accurate weapons, but very powerful if the enemy doesn't have any accurate weapons.
While I admit that this is unavoidable in a game like ACTA, the effect is sometimes extreme. This can be ameliorated to some extent by fleet selection, but in tournament or club pick-up game settings choosing a fleet to fight a specific enemy fleet is not possible.
This is why I've never understood the argument that "beams hitting on a 4+ is great because it makes hull 4 ships worthwhile." Hull 4 ships are still ridiculously vulnerable to the Vree, the Centauri, and the Dilgar among others, and now hull 6 ships are ridiculously vulnerable to any beam heavy fleets. Very few people are willing to take high priority, hull 6 ships as the bulk of their fleet since they are basically just beam bait (the same complaint people had about hull 4 in the last edition). If they wanted to "rehabilitate" hull 4 ships they could have given them more damage points, lowered their priority level, made them worth fewer victory points, etc.
I have problems with any weapon system that completely eliminates a major defensive system/trait.
ShopKeepJon
If I were to choose a beam mechanic that reduced the variance of hits, this would be the one. It keeps the same average and is very easy to use.darklord4 said:David said:GhostRecon said:How about the earlier variation on Burger's proposal?
6 = D3 Hits
5 = 1 hit
4 = 1 hit
3-1 = Re-roll once
Cute, but I'd prefer to reduce my need to do math while I am gaming and drinking.![]()
Which is why I liked:
6 = 3 Hits
5 = 2 hit
4 = 1 hit
3-1 = 0 Hits
You just subtract 3 from your roll, if you run out of fingers, you don't hit. If you don't have 6 fingers, you should remember a 6 roll is 3 as there are two sets of 3 dots on the die in front of you.
For us computer people, comparing if a number is greater than or equal is usually just as expensive as subtracting![]()