Is there any need for a crew score?

Is there any need for a crew score?

  • Yes. I like tracking damage and crew.

    Votes: 0 0.0%
  • No. It is just time consuming. Two damage scores!?

    Votes: 0 0.0%

  • Total voters
    0
crucible_orc said:
I don't particularly see how marking off crew takes any more time then damage. your brother must move very slowly for you to complain about crew like that(no offense intended).

I've played other games with people who were really bloody slow though, so i can sympathize.

Steve

oh he does..... :roll: he still hasn't read the rules either, been playing for as long as the game has been available but still clueless!
 
EP; sounds like in general there's zip interest in dropping the crew scores. it seams to be a local problem which might require 'house rules' to cope with your opponant.

Was asking for clarrification in case there was more to the argument that I'd missed somewhere along the lines.

We've all played with/against players who can't handle game mechanics, so we've all shared your pain on that front at one time or another. Happy to offer my sympathy, but don't think it's an issue for the rest of us.

Happy blatting
 
Off the top of my head here's the things that would need rewiorked in the rules if you remove crew scores. this list is by no means complete or exhaustive, but it'll give you something to think on:

Boarding actions, and therefore troop scores
Ramming Speed Special action
The criticals chart (some parts are crew only damage with no other effects)
Campaigns (You'll need less RR if you don't have to buy crew)
Refits and other duties tables
The concept of CQ, etc.

LBH
 
emperorpenguin said:
Actually support has risen 300%! :lol:

If it's gone from 1 to 3 then it's risen by 200%, or multiplied by 300%, but not risen by 300%.

Either way, it's still not much.

And this is one of the biggest voted on polls I've seen pon here for some time.

LBH
 
lastbesthope said:
emperorpenguin said:
Actually support has risen 300%! :lol:

If it's gone from 1 to 3 then it's risen by 200%, or multiplied by 300%, but not risen by 300%.

Either way, it's still not much.

And this is one of the biggest voted on polls I've seen pon here for some time.

LBH

Pedant! it's late, I'm tired!
 
Don't you mean who voted no, that there was no reason to keep them?

In any case, one of those no's was me. There were a couple of factors, none exactly massive in themselves, but- well, the first is a simple mechanical issue. The crew results take up space in the crit table that could be used for a much better model of how a ship actually functions. Loss of maneuvring thrusters, reductions in Hull to reflect profound structural damage, comm systems affecting a ship's ability to maneuver with it's squadronmates- It drowns out tactical, mechanical factors that could be more interesting.
The other reason is that it's downright ghoulish. We don't really need to take close account of the bloody murdering side of what happens to men in a machine like a ship when it starts to break up around them, of roasting to death in a ship on fire, being crushed by flexing structure, and the slow eviscerations of decompression- that is what the crew score measures.
Personal combat is one thing, but most naval wargames treat the crew as part of the machinery of the ship, and work quite well. Keep CQ- there's no need to get rid of it, and in fact I'd like to see it stretched more, to give bonuses or penalties to the actual stats of the ship- but I don't see the point of actuarially conducting bodycount.
 
Slightly Norse John said:
Don't you mean who voted no, that there was no reason to keep them? .

Told you I was tired! :wink:

But thank you for sharing your reasoning, glad to see I'm not alone...

Well I know I'm not cos Matt mooted the idea months ago, shame they decided not to follow through, I reckon most people are just too conservative and wouldn't currently be arguing FOR a crew score had one not existed already!
 
emperorpenguin said:
Well I know I'm not cos Matt mooted the idea months ago, shame they decided not to follow through, I reckon most people are just too conservative and wouldn't currently be arguing FOR a crew score had one not existed already!
Actually, I vote for a Crew score because none of the other space combat games I've played had one... so quite the opposite!

Wulf
 
emperorpenguin said:
Slightly Norse John said:
Don't you mean who voted no, that there was no reason to keep them? .

Told you I was tired! :wink:

But thank you for sharing your reasoning, glad to see I'm not alone...

Well I know I'm not cos Matt mooted the idea months ago, shame they decided not to follow through, I reckon most people are just too conservative and wouldn't currently be arguing FOR a crew score had one not existed already!

Or maybe we like the idea of ships losing crew, rather than them just going bang :)

It also seperates them from ancients, who have no crew :)
 
Wulf Corbett said:
Actually, I vote for a Crew score because none of the other space combat games I've played had one... so quite the opposite!

Wulf

But you know there's a crew score! what I'm saying is if like BFG ACTA didn't have one I really doubt many people would actually be asking for one, some but not many.

It is human nature to resist change to things we're comfortable with
 
I like tracking how much crew are left on the ship. Maybe it is a bit ghoulish, but crew are an active part of the ship. Just because the ship is gone, doesn't mean it's crew is gone with it. Also a ship could end up having no crew left, but overall, the ship is fairly intact. Oh, and the local group I'm in, refers to ships that have lost all their crew as being ghosted. Since thats all thats left to crew it, ghosts.
 
I don't like the way 1 damage point, always means 1 crew member dies (except crits of course, and bulkhead hits with double/triple damage). But I can't think of a better (ie. more realistic but just as simple) way to do it.
 
emperorpenguin said:
But you know there's a crew score! what I'm saying is if like BFG ACTA didn't have one I really doubt many people would actually be asking for one, some but not many.

Then we have to congratulate Matthew on his inovative game design.

It is human nature to resist change to things we're comfortable with

True, but once we have something new, we don't usually want to go back to the way things were before. Afterall, who would want to go back to TV before VCRs? You would miss your favourite show if you went out, there were only three channels and they were only on in the evening.
 
Maybe have only criticals cause crew loss - but massively increase the crew loss compared to the current table.....(times 4 or 5, I suppose)
 
locarno24 said:
Maybe have only criticals cause crew loss - but massively increase the crew loss compared to the current table.....(times 4 or 5, I suppose)

But any time you break through the hull and cause signifigant damage there is going to be some harm to the crew. The poll on here has proven that the majority supports the crew score. It works well, personally I feel it is nice because it both seperates the Ancients from the rest of the galaxy, and also it puts a more realistic slant on ship design, the nova is more likely to be blown to bits before it is Ghosted, where as some ships are going to be more likely to be Ghosted instead of blown to bits.
 
Burger said:
I don't like the way 1 damage point, always means 1 crew member dies (except crits of course, and bulkhead hits with double/triple damage). But I can't think of a better (ie. more realistic but just as simple) way to do it.

Its not really one for one burger, a Sharlin is'nt crewed by just 48 (a guess, not accurate) Minbari
 
Taking the Omega as an example, once I reckoned up that, given the length of the thing and a rough estimate of how heavily built it was, it should have ballpark mass of eighty million tons.
How many crew does it take to look after X amount of ship? A couple of estimates- a WW2 warship, varies drastically, but in general somewhere from 30-50 tons of ship per man, bigger ratio in the bigger ships, some nations crewed more heavily than others. (For instance, Hood and Bismarck were within a couple of thousand tons of each other deep load, forty- eight versus fifty thousand tons, and the German ship had nine hundred and eighty more crew.)
Modern missile warships, again national variations- an Arleigh Burke is more than twice the size of a Type 42 and roughly four times the crew- depending on how undermnned the 42 is- but roughly, 10-15 tons per man.
Spaceships have to be much more heavily automated than that, or we'd be talking about drafting the population of London to crew an Omega. But they're not vastly so, we don't see anything like hypersophistication on screen, so it's not that high. One man for a thousand tons of ship- averaged out over all capacities- that seems feasible. Total blue- sky of course, but it's a round number that'll do as a basis. That still means you need eighty thousand crew for an Omega, which puts one crew factor at thirteen hundred bodies.
That really doesn't feel right, but B5's ships are so huge that we're looking at huge numbers to match for the personnel. You just can't have something that big without the consequences of it's being that big. Bump it up by another factor of ten, call it six to eight thousand- there's enough ship to go round, most of them are going to be maintenance, that gives an estimate of one hundred crew per point of Crew. Most of which are going to be running around like headless chickens trying to maintain their ten thousand tons of plumbing each.
 
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