Morpheus1975
Mongoose
If so I understand what he's saying but simply change the stats in the new fleet lists and the rest is easy.
Roughly translated,Morpheus1975 said:If so I understand what he's saying but simply change the stats in the new fleet lists and the rest is easy.
Wulf Corbett said:Roughly translated,Morpheus1975 said:If so I understand what he's saying but simply change the stats in the new fleet lists and the rest is easy.
Issue new playtest documents
Go through a process of rebalance
Print up a new book including new misprints
Supply to wholesalers, after persuading them to dump existing stock of SFoS
Suffer dogs' abuse from people pissed off by being expected to buy one new edition after another
Wait 2.25 hours for the first complaint about how they could be done better
Issue a new set of eratta.
Wulf
I think he's talking more about the first and third options on your list, which would involve re-writing virtually every fighter stat block.
Personally I find that an utterly unconvincing argument. Realistically, every last little bit of the whole game is utter nonesense, so why off Earth should this one tiny detail be realistic? It's never MEANT to be realistic, it's meant to be a simulation of a fiction, the point is to closely recreate the look, feel, and outcome of space combat in the Babylon 5 TV series. And on that series fighters DID get that close, there's no doubt of that, therefore so should this game.TrueCentauri said:Clearly, the fighters are too vulnerable. However I do not agree with giving fighters precise. Allthough the show depicts fighters doing nearby shootby all the time, even present military wouldn't use fighters like that. So realistically, fighters would fire on ships from as far away as possible.
But there are already fighters with Twin-Linked weapons, this would reduce the variety and speciality of some designs.emperorpenguin said:However rather than +1 to hit I favour twin-linking, no need to add in a +1 from out of nowhere
But in that case the slower fighter should get one unopposed shot at the fleeing coward... erm... escaping fighter.Target said:On dogfights I think next round the fighters should be able to move away unless they get put into the dogfight again otherwise they become just static when the faster fighter should be able to disenage.
In which case they should automatically lose the dogfight immediately afterwards. Ignore your enemy, you deserve to die. NOT just lose the chance to win, even that assumes evasive maneouvres and positional advantage you will not have if lining up another target.They also should be able to shoot at ships if give away the chance to destroy the enemy fighter in the dogfight roll. It would be like the are evading the intercepting fighters so the can get a shot off.
Wulf Corbett said:But there are already fighters with Twin-Linked weapons, this would reduce the variety and speciality of some designs.emperorpenguin said:However rather than +1 to hit I favour twin-linking, no need to add in a +1 from out of nowhere
Wulf
Balance said:I watched a couple of episodes last night (Ship of Tears being the most relevant) and I have to admit the idea of giving fighters two 'hits' seems attractive. I think it makes them a bit more likely to get at least one attack run on a target, and is easily denoted (Small beads on/behind the base, or flipped markers, etc.) so it's not too confusing.
Note that with this system, a fighter only takes one hit at a time. If you want to kill fighters quickly, it'll take at least two weapon systems firing at them. If you fired a Victory's lightning gun at a flight of fighters, it's going to make a couple of fighters Very, Very dead, but even a weapon like that is unlikely to get the entire flight.
Possible exceptions for the 'one hit' rule could be Anti-fighter weapons (but that makes this idea nearly useless) or dogfighting (which encourages fighter vs. fighter disputes, and allows quicker removal of fighters)
In fact, I think I'd first test with no changes to the fighter's abilities (for simplicity) when on the second hit. It's a simplification, but it means that fighters can't easily be ignored. Perhaps a simple (-1 or -2) dogfight modifier when weakened to encourage fighters in defensive positions.
Morpheus1975 said:Its a lot of work and im my opinion not worth it. .
Lightweight... 50+ for EA...Morpheus1975 said:When you have 20+ fighter bases in play so you have 10 counters or dice on the board above and beyond all the ships then YES its a little much.
Morpheus1975 said:When you have 20+ fighter bases in play so you have 10 counters or dice on the board above and beyond all the ships then YES its a little much.
Slow loading is rare and easy to remeber. Unless you have very large fleets its not a issue.
Morpheus1975 said:Wulf Corbett said:Roughly translated,Morpheus1975 said:If so I understand what he's saying but simply change the stats in the new fleet lists and the rest is easy.
Issue new playtest documents
Go through a process of rebalance
Print up a new book including new misprints
Supply to wholesalers, after persuading them to dump existing stock of SFoS
Suffer dogs' abuse from people pissed off by being expected to buy one new edition after another
Wait 2.25 hours for the first complaint about how they could be done better
Issue a new set of eratta.
Wulf
Since word is the fleet list may be altered again I don't see this as a big deal.