House Rules... Critical Issue solution?

I ask this as a solution to a question which was raised...

How can a frigate have the same number of criticals as a dreadnought, or for that matter a cruiser?

Surely a ship with 3-4 times the mass be taken down by the same number of criticals...

We have taken the justification based on critical locations on the original SFB SSDs.

Frigates take double criticals for each single critical. This would apply to all SFB size class 4 ships ie. Destroyers, War Destroyers, Heavy Frigates, Frigates, Police ships.
or alternatively the critical hits go 2/4/6

Cruisers SFB size class 3 ships take normal damage.

Dreadnoughts or other SFB size classs 2 ships require 50%-100% more damage, therefore requiring 1/1/2/3/3/4/5/5/6 or 1/1/2/2/3/3/4/4/5/5/6/6 we're still discussing it at our club.

What do you people think to this? Is it a good house rule? We I think have decided that for our house rules it makes sense, but would never play it for tournaments/demos.
 
Criticals kill smaller ships faster - the extra damage will do that, and the weapon and shield critical hits have a greater effect (?). The idea seems to me that the bigger ships get more time to repair - a decent volley will cripple a frigate, so little chance to repair them.

To be fair (played mostly with Plasma Races, though the odd UFP fleet appears, not noticed any issue in this regard, friagtes don't last long, and Dread's generally go down to critical damage over straight damage)
 
Doubling up on criticals will really hurt the smaller ships and you may get some odd effects if you raise the number of criticals. The extra damage (as said above) accumulates quickly and affects ships in the way you'd like to see. Moreover, the bigger ships are better able to cope with the damage from a number of criticals than a frigate and, more importantly, recover from them.
 
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