House Rules compilation

Da Boss

Mongoose
Hi all

I am presently compiling a document with the best (IMHO) house rules and suggested rules amendments - which hopefully can be a resource for those people who wish to customise their games / tournaments

I am very likely to miss good / cool things so please PM / jot down here anything I should put in

I have at present: adding all the time but please help :)

new beam systems,
revised Critical hits table / effects,
Ship amendments (including G'Quan, Fireraptor, Octurion, White Star, Kotha, Nightfalcon)
Some suggested new Special Actions
Admirals from the Making them usable thread


happy shooting
 
Personally I would recommend that only major, widely accepted house rules be added, such as the beam changes and revised crit effects. Those which only a few people actually use, such as ship changes or new special actions, can remain as forum threads.

Just my opinion :)
 
I was dividing it up into sections so people could pick and choose

the first section is beams, crits and a couple fo other things then a section on suggested ships amendments (the ones that don't make it into P+P) and then another section on general bits and pieces.....

- there are alot of good ideas floating out there which get lost be nice if they had a home...............on a selfish note - compiles it for me if / when this forum disapears.

Like many things ACTA these days I doubt there will be great deal of interest anyway......... :cry:

I'll put up version one in a few days for people to look at.
 
i preffered the one based upon starting damage points, hence a warlock would have more redundancy than a sharlin. (dependent upon how it was broken down i guess)
 
katadder said:
a set number of crits ignored depending on PL possibly increased or decreased dependant on race.
Yeah I concur, but don't increase or decrease dpeendent on race. Redundancy is a fix for the problem of swarms versus big ships, it is not a fix for certain races ships being weaker than others (*cough* G'Quan *cough*). Those ships should be fixed independently, and not "built in" to the redundancy rules.
 
hiffano said:
i preffered the one based upon starting damage points, hence a warlock would have more redundancy than a sharlin. (dependent upon how it was broken down i guess)
Co-incidentally you've nerfed the White Star... I'm sure you would never do that intentionally ;)

The redundancy rules have to assume that the rest of the game is balanced (yeah big assumption I know)... but by basing it on starting damage, you give more redundancy to certain ships within a PL than others. Thereby ruining balance.
 
probably only start redundancy at battle with 1 then one extra as you go up each PL so it only effects the big ships.
 
hiffano said:
i preffered the one based upon starting damage points, hence a warlock would have more redundancy than a sharlin. (dependent upon how it was broken down i guess)

For what it's worth, I came up with a formula on the thread below that seemed to work quite well (IMHO at least).

http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=37193&postdays=0&postorder=asc&start=75

Paraphasing here,

Code:
Hits * (Hull/6) / 30

where Hits is multiplied by 2 for ships with AA. The resulting figure was then rounded up, unless the ship has better than Stealth 3+ or Dodge 5+, or the Shields trait, in which case it was rounded down.

For the most part, the ships came back with redundancy scores of:

1 at Raid
2 at Battle
3 at War

Where redundancy was lower than the PL average, it was almost always those ships with decent Stealth or Dodge scores (e.g. White Stars, Liati, most Minbari. In particular, the Delphi, WS, Liati, Leshath, Tigara all came back with 0 redundancy.

Spreadsheet is still available from here

http://rapidshare.com/files/145460336/critformula.xls.html

Regards,

Dave
 
Burger said:
hiffano said:
i preffered the one based upon starting damage points, hence a warlock would have more redundancy than a sharlin. (dependent upon how it was broken down i guess)
Co-incidentally you've nerfed the White Star... I'm sure you would never do that intentionally ;)

The redundancy rules have to assume that the rest of the game is balanced (yeah big assumption I know)... but by basing it on starting damage, you give more redundancy to certain ships within a PL than others. Thereby ruining balance.

is that the whitestar that already has it's multiple defence layers and experianced crew ;-)

no fair point, but i still think with the odd glaring exception a dmg based one is better than a level based one. A sharlin is fragile because it relies upon it's stealth to survive, not it's toughness. and with the arrogance of the Warrior caste they would assume stealth was more than enough and not bother destroying their ships flowing lines and menacing looks with some redundant systems. . on a damage based system a Sharlin would have similar redundancy to an omega, G'Quan or Primus.

to be honest, no matter which i actually prefer, ANY would be better than nothing!
along with percentile speed crits :-) (which again I guess will "nerf" the whitestar, but a -4 on a ws is nothing compared to -4 on a kaliva)
 
hiffano said:
A sharlin is fragile because it relies upon it's stealth to survive, not it's toughness. and with the arrogance of the Warrior caste they would assume stealth was more than enough and not bother destroying their ships flowing lines and menacing looks with some redundant systems.
Ah, fluff-based... the worst possible way to implement any rules! Form follows function. :wink:
Ignoring the fluff... why should a Sharlin get less of a boost than a Juyaca or a Corumai or a Mankhat or a Warlock? All are excellent ships, and pretty well balanced. If Sharlin is given less of a boost, it falls behind.

Though with the percentage based crits, it is really a fix not a nerf... it's how it should have been all along!! The current crit table is unfairly lenient on the White Star and harsh on the big, slow ships (esp speed 4 ones!!!)
 
Percentage speed crits are already an option in the document

Redundancy - at present I have this option listed:

ignore 1st crit at raid, 1,2 at Battle, 1,2,3 at war and 1,2,3, 4 at Armged,

but am still reading topics including this one...........
 
yeah DB dont forget to add in the percentage speed crits
-1 becomes 25%
-2 becomes 50%
-4 becomes 75%

much better idea

edit: lol posted at same time :D
 
Burger said:
Ignoring the fluff... why should a Sharlin get less of a boost than a Juyaca or a Corumai or a Mankhat? All are excellent ships, and pretty well balanced. If Sharlin is given less of a boost, it falls behind.

IMHO because it has an active defence (Stealth) that stops it being hit. To score a crit you have to first score a hit, and a Sharlin will normally suffer less hits due to Stealth so it already has some kind of in-built crit protection. The same is true of Dodge and Shields, and to a lesser extent Interceptors.

Regards,

Dave
 
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