Centauri Fleet Broken?

vitalis6969 said:
The randomness of hitting and causing crits in this game could be removed entirely by changing it from 1d6 to do everything to 2d6 to do everything. Then you are talking averages and can make the table to fit.

-V

It won't remove the randomness at all, it just changes the distribution and likelihood of the random events depending on what numbers you assign them to.

LBH
 
Wow...that comment started a real tangent...

Okay, first thing is that dice do not throw out tactics. You should be able to judge what is 'likely' and adpat your tactics, hoping that only a small percentage of the time will extreme results happen. The 4+ seems to increase the chance for extreme results. I'm sure someone more mathematically sound than me will tell me where I'm wrong here, but that is the feel I am getting.

Why has the game dropped the ship just dies on a 6-6 crit? I would think because it caused you to not be able to count on a ship being there due to dice. 'Lucky shots' happen, that's good...but, if they begin to feel less like lucky shots and more like standard practice, that's bad. We already 'crit fish' to a really silly degree, and it wins games...now we can beam fish for the super roll up.

The previous system had a diminishing returns mechanic, I like it, it's being dumped for a much more random element, I like it less.

Ripple
 
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