Hello gents,
Just wanted to pull this apart from the previous thread. It would seem that there is some concern of about the lack of critical damage with the new system. Testing shows that craft are taking significantly less critical hits which really down-plays the engineer's contribution.
If we take a look at a 40 hull free trader, requiring an effect of 6+ to do critical damage isn't very rare, but when it happens, you're taking a good chunk of the hull too. Add to this the regular hits which are doing hull damage, and what this translates into is that most ships will take no more than 1 or 2 Sev 1 critical hits before being destroyed. Therein lies the problem. Compare this to before where you could have systems being hit and jury-rigged fairly often...
A gent in another thread mentioned a possible middle ground of having criticals result from the damage taken, not the effect. Therefore, for every X points of damage dealt (after armour), you take a sev X crit.
I'm not sure if the magic number is 5 (total maximum of 8 sev levels of crit for a free trader - still a big improvement over the barely 1-2 now) or so... If you consider 8 levels of critical hit severity spread over the ships systems.. this is still a far cry from what it used to be. Unless you get extremely lucky, you'll never destroy a single system.
You would probably need to scale this for capital ships, maybe like per 5 damage per spacecraft and per 20 for capital ships or so.
Just wanted to pull this apart from the previous thread. It would seem that there is some concern of about the lack of critical damage with the new system. Testing shows that craft are taking significantly less critical hits which really down-plays the engineer's contribution.
If we take a look at a 40 hull free trader, requiring an effect of 6+ to do critical damage isn't very rare, but when it happens, you're taking a good chunk of the hull too. Add to this the regular hits which are doing hull damage, and what this translates into is that most ships will take no more than 1 or 2 Sev 1 critical hits before being destroyed. Therein lies the problem. Compare this to before where you could have systems being hit and jury-rigged fairly often...
A gent in another thread mentioned a possible middle ground of having criticals result from the damage taken, not the effect. Therefore, for every X points of damage dealt (after armour), you take a sev X crit.
I'm not sure if the magic number is 5 (total maximum of 8 sev levels of crit for a free trader - still a big improvement over the barely 1-2 now) or so... If you consider 8 levels of critical hit severity spread over the ships systems.. this is still a far cry from what it used to be. Unless you get extremely lucky, you'll never destroy a single system.
You would probably need to scale this for capital ships, maybe like per 5 damage per spacecraft and per 20 for capital ships or so.