SolarMacharious
Mongoose
Hi
Just had an idea about critical hits and the way they work. It seems that most of the problems here spring from the fact that swarming big ships with lots of little ones has the potential for way more crits, and therefore leads to people not taking big ships, which leads to swarm fleets.
Heres my idea
Potential Critical Affirmation
the larger the ship (in corrispondence to the relative size of ships attacking it) the more protection from critical system damage it recieves from attacks by smaller ships due to sheer mass proportion.
each ship has a critical threshold based on its relative priority level. When any ship fires at another ship, a potential for a critical hit is scored when a 6 is achieved on a damage roll (5 for precice) same as always. However, instead of that 6 scoring a critical automatically, it must be rerolled in an attempt to beat the opposing ships critical threshold.
thresholds go:
target 6 if the target ship is 5 priority levels higher
target 5 if the target ship is 4 priority levels higher
target 4 if the target ship is 3 priority levels higher
target 3 if the target ship is 2 priority levels higher
target 2 if the target ship is 1 priority level higher
automatic critical if the ship is same or lower priority level
example: a hermes class transport fires its standard anti ship missiles at an primus class battlecruiser. They are super ap so they need 4s to beat the hull score of 6. Lets say for shats and giggles both dice hit. No interceptors so hermes rolls two dice for damage and rolls a 2 and 5, naturally doing 2 damage. The missiles are precise so the roll of 5 scores a potential critical hit. Since the primus is 3 priority levels higher than the hermes the one dice that caused a potential critical must be rerolled with a target of 4 in order to actually cause a critical hit. If the roll is failed however, an extra damage point is caused to account for the crack in the hull that was caused/exploited by the potential critical. This is modified by weapon traits such as double and triple damage. So if the hermes goes on to score a 2 on the potential critical affirmation roll, then no critical is rolled for but an additional 1 point of damage is done, bringing the total damage to 3.
basically the bigger the ship the more protection it gains from crits form smaller ships and if the ship is smaller, its the same deal as before.
feel free to rip this one to shreds
mario[/b][/i]
Just had an idea about critical hits and the way they work. It seems that most of the problems here spring from the fact that swarming big ships with lots of little ones has the potential for way more crits, and therefore leads to people not taking big ships, which leads to swarm fleets.
Heres my idea
Potential Critical Affirmation
the larger the ship (in corrispondence to the relative size of ships attacking it) the more protection from critical system damage it recieves from attacks by smaller ships due to sheer mass proportion.
each ship has a critical threshold based on its relative priority level. When any ship fires at another ship, a potential for a critical hit is scored when a 6 is achieved on a damage roll (5 for precice) same as always. However, instead of that 6 scoring a critical automatically, it must be rerolled in an attempt to beat the opposing ships critical threshold.
thresholds go:
target 6 if the target ship is 5 priority levels higher
target 5 if the target ship is 4 priority levels higher
target 4 if the target ship is 3 priority levels higher
target 3 if the target ship is 2 priority levels higher
target 2 if the target ship is 1 priority level higher
automatic critical if the ship is same or lower priority level
example: a hermes class transport fires its standard anti ship missiles at an primus class battlecruiser. They are super ap so they need 4s to beat the hull score of 6. Lets say for shats and giggles both dice hit. No interceptors so hermes rolls two dice for damage and rolls a 2 and 5, naturally doing 2 damage. The missiles are precise so the roll of 5 scores a potential critical hit. Since the primus is 3 priority levels higher than the hermes the one dice that caused a potential critical must be rerolled with a target of 4 in order to actually cause a critical hit. If the roll is failed however, an extra damage point is caused to account for the crack in the hull that was caused/exploited by the potential critical. This is modified by weapon traits such as double and triple damage. So if the hermes goes on to score a 2 on the potential critical affirmation roll, then no critical is rolled for but an additional 1 point of damage is done, bringing the total damage to 3.
basically the bigger the ship the more protection it gains from crits form smaller ships and if the ship is smaller, its the same deal as before.
feel free to rip this one to shreds
mario[/b][/i]