Command abilities ?

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Mongoose
I wondering if other people thought it might be a good idea to have abilities from the Command trait like the Scout trait?

The Ships with command could
Give one ship the ability to "Tap" CQ 9 , by "Tap" I mean the ship doesn't have move then, similar to the dilgar Petagon.
Give one ship +1 to CQ that round CQ9
It would be like Scout so command ship couldn't use these ablities if they used a SA.
Maybe if a ship like the Poisedon Command +3 it could use this abilty 3 times in a round but never the same ship twice. They could use this abiliy on themselves or the +1 CQ would hardly be useful since they can't use SA. Might make Command ships way cooler.
Just a couple of idea's i thought when we were dicussing initiative in another thread.
 
I wouldn't mind some command abilities; it would make the Poseidon more valuable in battle without have to give it more guns or starfuries (not that the latter is to be complained about!).

It might be nice to use command points on a ship to give you're vessels extra special action attempts but later reducing the initiative you have the following round; for example:

Say a EA player (lets say a SFOS init of +1) has an Omega that fails its Scramble Scramble Roll (unlucky really!) so the EA player uses a Poseidon command point to allow a reroll etc. The EA player then only has an initiative of +3 the following round (1+{3-1}).

Personally i think its not a bad idea but can block up the game; with your proposal does every-ship with command abilities get to use it 'points'? I suggest not because all people will do is use 'command sinks' to eek out thousands of special actions. For general sake i'd assume that automatic special actions are out of the question as they are the ones really open to abuse (a double concentrate all firepower?!).

A few sugestions in ways to spend "command" points;

a. Increasing crew quality on particular ships
b. Rerolls on special actions
c. Bonuses to fighter flight recovery rolls ("Come on you can make it Alpha-6!")
 
yeah like Scout no SA. Don't think there will be to many command sinks as not many ships with command & the no SA would limit it a lot.
Just thought it would be cool if command aided your ships, suppose a little like a general in Warhammer.
Hadn't thought about fighter recovery but i like it.
 
I like it too :)
Of course the command abilities would need to be balanced out, but currently Command is a bit lame, just adding to initiative. This would make it worth more.
 
Intersting idea and easy to implement. Certainly a potentially good boost to the Command ships.

My suggestion would be;
That only the highest command rating in a fleet may be used (as it currently stands), other ships with command could take over if the main ship is destroyed.
+1 to all CQ checks on a command vessel (this will be lost with the command trait). Certianly not as powerful now that CQ has been seperated from carrier and flights.

I like the distribution of +1 to CQ or a CQ re-roll for each command point - but the +1 would be especailly potent when used on a squadron (which could see an increase in their use). The +1 or re-roll must be specified before the dice are rolled.

I don't think that there should be initiative reductions in following turns depending on use.
 
Silvereye said:
I don't think that there should be initiative reductions in following turns depending on use.
Agree on that plus it would make hard to track as well.
Thinking maybe command could give the same CQ as command ship with so many inches, eg 3" for +1, 6" for +2 and so on. Probably not aux craft as would be little hard to keep track of.
Still trying to think command abilities, had some good idea's while was at work & now have amenisia.
 
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