Harry Lonsdale said:
Joe_Dracos said:
and how many ships are there with 6 interceptors? 2?
Any ship with 2 interceptors and 4 fighters (except for the few fighters with weak weapons).
Except that, under either system, the one I proposed or the one we currently have, those fighters would disappear pretty rapidly. They'd be useful against the first few shots, or AD (Depending on system) then rapidly disappear.
I really don't like Interceptors as they are because having more Interceptor dice really doesn't make much of a difference, it makes little to no sense that my Marathon or Poseidon can block a few fighter, or one ship's worth of firing, just as well as my Chronos, yet those massive arrays of Interceptors studding either Marathon or Poseidon can't block a thing past that?
The Poseidon has 6 Interceptors; its clearly supposed to be a fortress, yet a single Thentus can strip the Poseidon of, essentially, all of its Interceptors in one salvo.
Six interceptors makes no difference whatsoever. The die scale up no matter how many dice you have, so by the third or fourth AD, when you're rolling 4+ and higher, that six dice disappear pretty rapidly: And worse, no matter what, you can only ever have 1 die rolling at 6+ after that.
So, essentially, a 6 interceptor ship gains virtually no benefit, while a 1 or 2 interceptor ship (2 being the apparent optimum) gains significantly more in terms of cost comparison. One can posit that a ship with 6 Interceptors, in theoretical and literal game balancing, was downgraded to "pay" for those increased interceptors with the expectation that they would perform 6 interceptors better than a ship with just 2 interceptors; yet this is far from the case.
I believe my rule fixes the problems by:
1) Making it possible to overwhelm Interceptors regardless of value
2) Keep the "degrading" effect of Interceptors, adding an additional con to balance out:
3) Increase the effectiveness of greater numbers of Interceptors, and against a broader scale
Yes, it does make higher numbers of Interceptors better. That's the point. But it also balances it out; you don't get 1 dice at 6+ once you're out. When you're out, that's it, you're out, and you can only ever block the number of hits that you have interceptors. Even if you have 6 Interceptors, if you get hit 10 times, that's 4 hits you can't even save against.
Will it require a rebalance? Probably, but even as the system
currently works, ships with high value Interceptors need a rebalance or redress anyway, because the high number of Interceptors they paid for simply arn't performing as intended; 4 or 6 interceptors is worse than 2, when you consider that a ship's abilities, such as damage, crew, firepower, etc., is downgraded to justify those higher interceptor values... Interceptors they're not getting any use of! 2 interceptors or 6, no matter how many actual Interceptor dice you have, once you've blocked 6 hits, you'll almost certainly be rolling 1 die at 6+.
As an additional thought... In the series, you don't actually see a difference between Interceptors and Anti-Fighter weaponry; in fact, in cases like Babylon 5 (The station), Interceptors seem to BE the Anti-Fighter weapons (Like in Severed Dreams). Perhaps combining the two values, for ships that have them? This may serve as forcing players to chose; How much of those dice to I dedicate to Intercepting enemy fire? How much do I dedicate to defending against Fighters? A random thought, that may lead nowhere, but decided to share.