AliTanwir
Mongoose
Hi,
There are some questions that I had since I first read the space combat chapter. And I would like to know how do you handle them because RAW are a bit open ended, or at least I don't really think I understand them.
1. If you take 3 severity 1 critical hits to the hull you are going to suffer 3d+2d+1d damage right? So I guess that if you suffer a severity 3 critical hit to the hull you are also going to suffer 3d+2d+1 damage not just 3d, thats what I understand from this "All effects are cumulative, and any extra damage caused by the effects of critical hits ignores the spacecraft’s Armour."(pg 158). But if that is like this then if you suffer severity 6 hull critical hit and it does 6d+5d+4d+3d+2d+1d damage, why when you reach severity "7" (meaning that you can't receive more hull severity hits) you just suffer 6d damage "Once a location has reached Severity 6, it cannot suffer any more critical hits. Instead, the spacecraft will receive 6D extra damage every time the location suffers another critical hit". i use the hull severity because I think is the best to translate de "cumulative" effect.
2. If you reach severity 6+ as I said before, you just deal 6D damage, so that means that you can't keep disabling and destroying for example enemy weapons? So what if you just want to disable their ship and not just wreck it... I mean that one I saw it like a design flaw, but maybe I'm wrong so I would like to hear your opinion.
3. About repairs, do you have to repair each severity hit, each critical hit or just the system? I mean, the ship is suffering a severity 3 sensor critical hit, do the travellers have to repair the severity 3 severity 2 and severity 1 hits? That seems like the most reasonable approach. Or do they have to repair each hit, meaning that if they suffered 3 severity 1 they have to repair 3 hits and if they suffered one severity 3 hit, they have to repair just 1, that seems kinda odd. Or the last option, they just have to roll to repair 1 time to repair completelly the system, yeah they are doing it with a -3 for the severity but, it doesn't seem so fair. Same questions with the "in combat" repair system action, if they just repair the system as a whole then disabling a ship is just much harder than if they have to repair them 1 by 1.
4. Repair costs are HUGE, I'm not talking about just big, they are huge... I mean, one triple turret pulse laser critical shot is going to send any trader or traveller straight into bankruptcy, in fact my group and I started calling traveller "bankruptcy simulator" after seeing the spare part costs. 100kcr for each ton of spare parts, repairing just 10 hull points or some critical damage means that a triple pulse laser turret critical hit AVG. 3.5*2+4= 11 + effect 6 is going to cause 17 hull damage and a severity 2 critical hit, + the structural critical hits it can cause, thats gonna be more than 200kcr in repairs assuming all the repairs are done with effect 1+. I know that spec trade yields a lot of profits, too many in fact, in my game I reworked all the spec trade system to make it profitable and risky but not just THAT PROFITABLE (I was yielding huge profits with just broker 0 and not bothering about trade codes in my spreadsheets). In fact I searched the forums and find out that in the playtest it was 10kcr per spare part, what seems much more reasonable, still a big profit loss, but you can recover from that.
5. You can put armoured bulkheads to the bridge like many vanilla designs have (heavy fighter, 200t SBD)... But there are not bridge critical hits... I guess they protect the computer, but it is not specified at all, and I think it is an oversight from 1e.
6. What happens when you fail a repair check using spare parts? If you have a good roll you consume less spare parts, if you have an effect of 1 you consume 1 ton of spare parts, but what if you have an effect of 0, or less? Do you lose the spare parts? I can see that reasonable if they cost 10kcr per ton but no way if they cost 100kcr. Or you just keep trying until you repair it? Which, seems, ok I guess but you are increasing the chances that the repair is going to cost less spare parts if you can just re-roll an infinite number of times until you suceed.
7. Which are the cost of repairing your ship in a shipyard? I couldn't find it anywhere in the book. If they are just 100kcr per 10 hull points then the shipyard is not making money and if they are more expensive, well, my group can forget about combat, or any hazard that can damage the ship. And what about the systems, how many spare parts is the shipyard using, this also applies to the question 6.
I hope you can give me some tips about this or at least to discuss them, ty!
There are some questions that I had since I first read the space combat chapter. And I would like to know how do you handle them because RAW are a bit open ended, or at least I don't really think I understand them.
1. If you take 3 severity 1 critical hits to the hull you are going to suffer 3d+2d+1d damage right? So I guess that if you suffer a severity 3 critical hit to the hull you are also going to suffer 3d+2d+1 damage not just 3d, thats what I understand from this "All effects are cumulative, and any extra damage caused by the effects of critical hits ignores the spacecraft’s Armour."(pg 158). But if that is like this then if you suffer severity 6 hull critical hit and it does 6d+5d+4d+3d+2d+1d damage, why when you reach severity "7" (meaning that you can't receive more hull severity hits) you just suffer 6d damage "Once a location has reached Severity 6, it cannot suffer any more critical hits. Instead, the spacecraft will receive 6D extra damage every time the location suffers another critical hit". i use the hull severity because I think is the best to translate de "cumulative" effect.
2. If you reach severity 6+ as I said before, you just deal 6D damage, so that means that you can't keep disabling and destroying for example enemy weapons? So what if you just want to disable their ship and not just wreck it... I mean that one I saw it like a design flaw, but maybe I'm wrong so I would like to hear your opinion.
3. About repairs, do you have to repair each severity hit, each critical hit or just the system? I mean, the ship is suffering a severity 3 sensor critical hit, do the travellers have to repair the severity 3 severity 2 and severity 1 hits? That seems like the most reasonable approach. Or do they have to repair each hit, meaning that if they suffered 3 severity 1 they have to repair 3 hits and if they suffered one severity 3 hit, they have to repair just 1, that seems kinda odd. Or the last option, they just have to roll to repair 1 time to repair completelly the system, yeah they are doing it with a -3 for the severity but, it doesn't seem so fair. Same questions with the "in combat" repair system action, if they just repair the system as a whole then disabling a ship is just much harder than if they have to repair them 1 by 1.
4. Repair costs are HUGE, I'm not talking about just big, they are huge... I mean, one triple turret pulse laser critical shot is going to send any trader or traveller straight into bankruptcy, in fact my group and I started calling traveller "bankruptcy simulator" after seeing the spare part costs. 100kcr for each ton of spare parts, repairing just 10 hull points or some critical damage means that a triple pulse laser turret critical hit AVG. 3.5*2+4= 11 + effect 6 is going to cause 17 hull damage and a severity 2 critical hit, + the structural critical hits it can cause, thats gonna be more than 200kcr in repairs assuming all the repairs are done with effect 1+. I know that spec trade yields a lot of profits, too many in fact, in my game I reworked all the spec trade system to make it profitable and risky but not just THAT PROFITABLE (I was yielding huge profits with just broker 0 and not bothering about trade codes in my spreadsheets). In fact I searched the forums and find out that in the playtest it was 10kcr per spare part, what seems much more reasonable, still a big profit loss, but you can recover from that.
5. You can put armoured bulkheads to the bridge like many vanilla designs have (heavy fighter, 200t SBD)... But there are not bridge critical hits... I guess they protect the computer, but it is not specified at all, and I think it is an oversight from 1e.
6. What happens when you fail a repair check using spare parts? If you have a good roll you consume less spare parts, if you have an effect of 1 you consume 1 ton of spare parts, but what if you have an effect of 0, or less? Do you lose the spare parts? I can see that reasonable if they cost 10kcr per ton but no way if they cost 100kcr. Or you just keep trying until you repair it? Which, seems, ok I guess but you are increasing the chances that the repair is going to cost less spare parts if you can just re-roll an infinite number of times until you suceed.
7. Which are the cost of repairing your ship in a shipyard? I couldn't find it anywhere in the book. If they are just 100kcr per 10 hull points then the shipyard is not making money and if they are more expensive, well, my group can forget about combat, or any hazard that can damage the ship. And what about the systems, how many spare parts is the shipyard using, this also applies to the question 6.
I hope you can give me some tips about this or at least to discuss them, ty!