Idear for swarm fleet "problem"

Burger said:
Problem is there are so many variations going around now....... which variant are you talking about? Ripple's one where armour works like shields with zero regen rate?

... if so then yes it works just like shields, obviously!

I meant MY variant :D and that one works like shields ^^ (but i didnt know that before... ).

So i admit my solution doesnt help that much at all...
 
Yay, someone else gets it....

As for burgers example, take out the artemis and throw in an explorer, does it really become crit immune for the whole strike due to one armor box?

Ripple
 
Bringing a post back to life. Muhahaha
Sorry
Had been thinking a bit more about this.
I do see real potienal to this as i nice simple way to prevent crits on your bigger ships.
Some new thoughts
Beams & Mini beams aren't effected by hull so armour shouldn't work against them so they should crit as normal.
The biggest problem i see how much armour to give ships.
Explorers shouldn't have more amour than a Hyperion so my idea of using the crippled number as the a way to get a amour value just plain won't work.
Maybe thinking Hull score* priority lvl score rounding up
Patrol .5 or maybe even no amour for patrol
Skirmish .75
Raid 1
Battle 2
War 3
Armagedon 4
otherwise we could go through everyship & assign them a value which ultimately would work better as i could see crusade era ships having more armour than most ( just the way the mini's look to me they more armour)
Here's a recap on what im suggesting
If you are still in the armour threshhold everytime a crit is rolled a extra ponit is done.
Beams & Mini beams slice straight through armour so ignore it.
The threshhold is generated by Hull value * priority score eg
Hyperion 28/23/6
Altarian 29/23/6
G'Quan 55/43/13
Tinashi 38/28/13
My Theory is the smaller ships will be doing less dam & maybe take a few shots till they get through the amour threshhold while it will only take a bigger ship one shot to get through the amour.
 
How about instead of making them immune to damage you split the damage track in to 6 parts and the section you are in is the highest critical table you can roll on so no vital systems hits until you are nearly crippled
 
I'm really not convinced adding another damage track will do anything but make the game slower and more complicated. Babylon 5 space combat is fast and brutal, almost all ships seem to be destroyed in the show by a few devastating shots, so the crit system is good. The problem is that a few stacked crit effects render a big ship pointless, where a smaller one would have died by that point. We also see in the show large ships being repaired of critical damage very fast.

One of our players came up with an idea, what do you think of it? We haven't tested it yet, he just put it out there for discussion, feel free to strawman it.

Bigger ships have more auxilliary crew not involved in the battles (extras to cover shifts, since the best and brightest are manning the actual positions), more spare parts on board, and more back up systems. Because of this they can repair the effects of critical hits more easily. For every priority level above Raid the ship is it may attempt one additional repair roll in the end phase. Thus, Patrol-Raid get one repair roll, Battle level vessels get two, War ships get 3 rolls and Armageddon four. This allows crits to be devastating, but lets big ships get back into the game fast if the enemy doesn't hammer them continuously.
 
Thinking giving 6 different damage tracks would b a little two much. Maybe just 2 thresholds, the first where the d3 for crit location or even d3 for the severity could work quite easily, probably favour d3 for severity. Could be like this
Hyperion
28/22/6
down to 22 hits you roll d3 for the severity of crits & after that d6 has normal.
Still think beams & mini beams probably should ignore as they cut right into ships.
Bigger ships should get a bonus for DC rolls.
We have a house rule that all hands to deck counts for crits that are done that round as well. Ancients fix all crits at the end of the turn not the next.
 
The_Mhor said:
One of our players came up with an idea, what do you think of it? We haven't tested it yet, he just put it out there for discussion, feel free to strawman it.

Bigger ships have more auxilliary crew not involved in the battles (extras to cover shifts, since the best and brightest are manning the actual positions), more spare parts on board, and more back up systems. Because of this they can repair the effects of critical hits more easily. For every priority level above Raid the ship is it may attempt one additional repair roll in the end phase. Thus, Patrol-Raid get one repair roll, Battle level vessels get two, War ships get 3 rolls and Armageddon four. This allows crits to be devastating, but lets big ships get back into the game fast if the enemy doesn't hammer them continuously.

I rather like the idea, actually -- It makes sense that the more crew your ship had, the more repairs you could accomplish, though conversely, the more crew and bigger your ship was, the harder it would be to fix similar problems: The Bridge of a Warlock, for example, is almost certainly larger than that of a Chronos or Myrmidon.
 
One thing i think has to go on the crit chart is the no damge control. It really is too powerful. Make it a bigger modification to DC rolls or something like the ship behaves like it's skeleton crewed but it has to be fixable.
 
The_Mhor said:
I'm really not convinced adding another damage track will do anything but make the game slower and more complicated. Babylon 5 space combat is fast and brutal, almost all ships seem to be destroyed in the show by a few devastating shots, so the crit system is good. The problem is that a few stacked crit effects render a big ship pointless, where a smaller one would have died by that point. We also see in the show large ships being repaired of critical damage very fast.

One of our players came up with an idea, what do you think of it? We haven't tested it yet, he just put it out there for discussion, feel free to strawman it.

Bigger ships have more auxilliary crew not involved in the battles (extras to cover shifts, since the best and brightest are manning the actual positions), more spare parts on board, and more back up systems. Because of this they can repair the effects of critical hits more easily. For every priority level above Raid the ship is it may attempt one additional repair roll in the end phase. Thus, Patrol-Raid get one repair roll, Battle level vessels get two, War ships get 3 rolls and Armageddon four. This allows crits to be devastating, but lets big ships get back into the game fast if the enemy doesn't hammer them continuously.

very interesting idea :)
 
Havent read the entier thread (as its a tad long by the time I saw it! so appologies if I'm repeating anything here...)

The armour idea. This is pretty much EXACTLY how armour works in Full Thrust and that game is basically the messiah of space wargames in my oppinion so it gets my vote (though the crit system itself in FT is different too and somewhat better imo but thats neither here nor there!)

The armour idea I think would be great and would require no extra bookeeping whatsoever, just a mark on the damage track where the point you start taking crits is.

I still REALLY like the redundancy idea proposed by some other folks (think it might have been burger and hash that came up with that one originally but cant remember!). Either way a way to stop big ships being 'crited out of the game' or frankly just to lessen the effects of crits altogether would be nice.

It could be done really simply with NO extra bookeeping even if you just make it something like, crits rolled while a ship has over 50% of its starting damage remaining does an extra point of damage and crew (doubled or trippled etc) but nothing more.
 
Maybe this may help:

simple let the biggies start with experiance points
depending on priority level (you'llm have to keep track
on experiance either way)

i.e.
Raid - 1 Exp
Battle - 2 Exp
War - 4 Exp
Arm - 8 Exp

In conclusion i also like the redundancy X trait and the
Armor threshold is also a good one.
 
It was Reaverman who originally came up with the redundency idea, although I totally independently thought of a similar idea (we're not symbiotically linked, honest...), he was first to post it (plus the details of his were better than mine)!

The EXP is not a bad idea.

But sorry, armour fails. The bookkeeping might not be much, but the complications are way too difficult. The only simple implementation would be that if the ship has any armour remaining then it is protected from crits for the entire weapon system. All other ways involve rolling hit dice one at a time, etc. Then, even an Artemis hit by 8 double damage, precise hits would receive no crits, despite being reduced to 2 damage, which is kind of unbelievable. So armour, although it sounds nice and simple, is not a good method.
 
But it works just like getting crippled. It is the same for everyone.
If beams/ minibeams ignore the armour would that help.
It might effect the Vree the worst. Long as little ships don't have much armour at all i don't think it's going to be the issue you think. Espicially if crits do an extra point instead of rolling on the crit chart.

The idea of bigger ships getting more dc rolls is another good idea.
 
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