Hello everybody.... my first post.
I want to share an idea I have been trying in my game group. I am sure someone has already tested ideas for shields (I bet the playesters did). And maybe someone has used this very same idea... I just wanted to share, since it has worked very well for my group.
Instead of having one single shield rating, we have diveded shields into four sides. So now each ship has port, starboard, foward, and aft shields. At first we diveded the shield total power between all four sides equally, with any remaining points going to the foward shields. But this made ships very weak. For example, we where having a Fed CA against a Klingon D-7 blow up in 3-5 turns.
So we use the total shield power on each side... if a Fed CA has 22 total, each side has 22. This has been working very well... ships now take a bit more pounding before they are killed. But it has the affect of forcing players to maneuver to better use the shields. Games feel really cool with everyone trying to get the best out of their shields. Many times you have to decide to either risk getting hits on a weak side, but keep your weapons' arc on target. Or turn around to expose a stronger side to enemy fire. Little guys like the Police Cutter are a bit more survivable (in "play time", not in endurance). And with their agility trait, they zoom about, weaving and snaking thru the battlefield... like you would expect them to do. Makes it more fun to use them. The Texas Light Cruiser now is my favorite... it has become a fun challenge to use it.
There is a bit of extra book-keeping, but it is not that bad. Games now go a bit longer; but not because of the book-keping or the fact ships take a bit longer to get destroyed. But because players take a bit longer to think how to maneuver their ships. A small game for us went from an average of 45-60 minutes to 90 minutes, so it is not to bad.
For shield reinforcing, once the Special is activated, the reinforcement power can only be applied to one side... extra power above the original (max) rating is lost in the end phase of that turn. Many times you have to think if it is worth to activate this Special vs another one, or risk going on with a weak side. The whole thing becomes more tense... plenty of "Kirk-gambles" going on at the table thanks to this experimental rule.
So, I am interested in hearing what anyone has to say.
I want to share an idea I have been trying in my game group. I am sure someone has already tested ideas for shields (I bet the playesters did). And maybe someone has used this very same idea... I just wanted to share, since it has worked very well for my group.
Instead of having one single shield rating, we have diveded shields into four sides. So now each ship has port, starboard, foward, and aft shields. At first we diveded the shield total power between all four sides equally, with any remaining points going to the foward shields. But this made ships very weak. For example, we where having a Fed CA against a Klingon D-7 blow up in 3-5 turns.
So we use the total shield power on each side... if a Fed CA has 22 total, each side has 22. This has been working very well... ships now take a bit more pounding before they are killed. But it has the affect of forcing players to maneuver to better use the shields. Games feel really cool with everyone trying to get the best out of their shields. Many times you have to decide to either risk getting hits on a weak side, but keep your weapons' arc on target. Or turn around to expose a stronger side to enemy fire. Little guys like the Police Cutter are a bit more survivable (in "play time", not in endurance). And with their agility trait, they zoom about, weaving and snaking thru the battlefield... like you would expect them to do. Makes it more fun to use them. The Texas Light Cruiser now is my favorite... it has become a fun challenge to use it.
There is a bit of extra book-keeping, but it is not that bad. Games now go a bit longer; but not because of the book-keping or the fact ships take a bit longer to get destroyed. But because players take a bit longer to think how to maneuver their ships. A small game for us went from an average of 45-60 minutes to 90 minutes, so it is not to bad.
For shield reinforcing, once the Special is activated, the reinforcement power can only be applied to one side... extra power above the original (max) rating is lost in the end phase of that turn. Many times you have to think if it is worth to activate this Special vs another one, or risk going on with a weak side. The whole thing becomes more tense... plenty of "Kirk-gambles" going on at the table thanks to this experimental rule.
So, I am interested in hearing what anyone has to say.