AndrewW said:Nerhesi said:So you should be able to neutralize that with effective screens, the 6 screen limit (I think it was right andrew?) is a little obsolete now.
Yup 6. Though they may be getting some adjustment with the new rules.
Yeah - exactly.
I just remembered, it was like 6 for capitals, but only up to 3 max at one time for adventure. However, with the previous max damage for meson or fusion/nuclear being around 8D, and the current being around 2DD or so... as you said, some "adjustment" to that max would be required.
I would honestly have us consider no maximums now because if you think about it.. each activation of a screen costs power. So go ahead and put 20 screens on... your balancing point is still the fact that they will draw power each time, even with the same turn!
Logical, 'realistic' (similar to adding more guns is more damage), and very much balanced based on my tests. I double checked to see power consumption vs bays and so on, and we're good. So you can't reduce more damage with just screens, then bays can put out - which would be the breaking point. Infact, the larger you got putting more and more weapons on one ship, the more inefficient it became to just keep stacking screens on the other.
Of course you can use screens again at a -1, you can use them to guard your fleet or other adjacent ships, etc etc.. and suddenly - we have more meaningful choices! hmm.. 1-to-1 ratio, screens do not keep up with weaponry, but when I consider strategic and fleet values, there are more variables.
Man - warm and fuzzy feeling. The more we have to think about choices, the clearer the indication of balance.
tldr; dont limit screens. The fact that each activation takes 20-30 power is it's own huge limiting factor.