Da Boss said:to be fair not taking hull into account with beams is the intention I believe and even your suggestion does not do so.......... :wink:
SylvrDragon said:Oh, and I just finished reading this thread and I've seen nothing on beam changes. What are some of the ideas in that area? I'm not fond of the always hitting on a 4+ as it really trashes hull 6 ships.
What, maybe just go back to the old rules and give Skirmish and under AP beams and Raid and up SAP beams?
SylvrDragon said:I know the old beam rules were real harsh on low hull ships, but the new ones punish high hull ships. What if you limited it to a max of 3 rolls, or what if all secondary rolls were made on a 5+ instead of just increasing the roll by +1 each time? Or maybe both.
katadder said:the current beam rules may ignore armour but they on average do the same amount of hits to a hull 5 ship as SAP beams did before but only a hit or 2 more on hull 6 ships.
what this change did was level the playing field and allow more hull 4 ships that were not being used because beams were to powerful back into the game which is only a good thing.
katadder said:drakh raiders have an 8" range, your marathan outranges them even with its secondaries and you have fighters. it also helps your marathan when facing the big ships with its TD beam.
TBH the only problem 99% of the people have is the rolling up to rediculous numbers, one or 2 extra hits (and thats with a 6AD beam, less dice = less extra hits) on a hull 6 ship is not a huge deal when it brings more balance to the smaller ships of the game and actually allows them to be used.
Ripple said:Track discussion -
DaBosses suggestion isn't bad. Track's name could just as easily be changed to something else... but I found that the biggest issue outside of initiative interactions with bore sight was that you had to over kill everything.
When we tested the version that gave flexibility we all enjoyed it a lot. When we tried the newer version that allowed full power at a chosen target we found it a bit powerful when it came off, but that was too rare.
Biggest thing for me is I don't want to see something where your better off using come about unless the target hasn't moved yet. I hate low percentage, super situational SAs.
Ripple
Bring Weapons to Bear
CQ: Opposed
Requirements: Ship capable of making at least 1 turn.
This special action declares that the crew of one ship is following the course of a specific ship in order to bring their weapons to bear on their target. When this special action is declared, the attacker designates the target ship and an opposed check is rolled. If the attacking ship wins, the player declares the firing arc and the ship performing the special action is moved, using all but 1 if its turn. The firing arc is which ever weapon arc the player wishes to bring to bear on the target ship and the target ship is any opposing ship that has not yet been moved. The movement phase proceeds as normal until the target ship is moved. At the end of the target ship’s movement, the ship that declared the Bring to Bear special action uses its last turn to attempt to bring the target ship into the designated fire arc. The player must commit to the turn whether or not it is possible to bring the target ship into the designated arc. If unable to bring the target into the designated arc, the ship must be turned its full turn in the direction of the target ship.
You do know that almost every hull 6 ship got a boost in damage/crew to compensate for this, don't you? The fact hull 6 doesn't make any difference vs beams is taken into account in the ship balance. Sure, you may not like the principle but they are pretty well balanced (in general).SylvrDragon said:katadder said:the current beam rules may ignore armour but they on average do the same amount of hits to a hull 5 ship as SAP beams did before but only a hit or 2 more on hull 6 ships.
what this change did was level the playing field and allow more hull 4 ships that were not being used because beams were to powerful back into the game which is only a good thing.
Let me tell you how level the field feels when you have a Marathon squaring off against a group of Drakh raiders. Feels real level when all of them are dealing more damage to you than before, especially when you're dealing less. There are MUCH better ways of leveling the playing field that causing armor to have no effect. Like making all secondary hits only succeed on a 5+. That would make armor have a big role in the initial roll, but it wouldn't mean anything in secondary hits. Kind of a compromise.
Triggy said:You do know that almost every hull 6 ship got a boost in damage/crew to compensate for this, don't you? The fact hull 6 doesn't make any difference vs beams is taken into account in the ship balance. Sure, you may not like the principle but they are pretty well balanced (in general).
l33tpenguin said:Here is the home brewed SA I created that does a better job of fixing the problem than TTT (and helps with a lot of the init sinking issues). I've posted it before and figured I'd do it again here.It makes more sense than TTT, has greater flexability, IMO, and feels more realistic and faithful to the spirit of the game, as well as the spirit of Babylon 5
Bring Weapons to Bear
CQ: Opposed
Requirements: Ship capable of making at least 1 turn.
This special action declares that the crew of one ship is following the course of a specific ship in order to bring their weapons to bear on their target. When this special action is declared, the attacker designates the target ship and an opposed check is rolled. If the attacking ship wins, the player declares the firing arc and the ship performing the special action is moved, using all but 1 if its turn. The firing arc is which ever weapon arc the player wishes to bring to bear on the target ship and the target ship is any opposing ship that has not yet been moved. The movement phase proceeds as normal until the target ship is moved. At the end of the target ship’s movement, the ship that declared the Bring to Bear special action uses its last turn to attempt to bring the target ship into the designated fire arc. The player must commit to the turn whether or not it is possible to bring the target ship into the designated arc. If unable to bring the target into the designated arc, the ship must be turned its full turn in the direction of the target ship.
Dr Stubbsberg said:ah, but remember that in order to do that it gives up it's strongest defence (one of the best defenceive traits in the game at some PLs IMHO)