Totenkopf said:
msprange said:
I think three ships.............. Gives the Kzinti a choice, but makes them work for bigger rewards.
Which is how it should be.
Give it a whirl, let us know on Monday!
3 ships? Have you been turned by Captain Jonah? Are you...GORN?!?!
I had suggested he get help to deal with his irrational Gorn hatred issues, thats a bit fast for a result so I suspect he is just faking being nice to us. It will change.
In fact if I mention one word I’m sure he will go straight back to his normal Gorn hating self.
LUMBERING :lol:
Still Drones are being sorted in time for the Kzinti fleet release, I could be cynical and expect Lumbering to be sorted in about 4-6 weeks just in time for the Gorn fleet release :wink:
Sassanid said:
In terms of balance - particularly with regards to Gorn and Romulans - what about plasmas needing 2 phaser hits to knock off 1 attack dice?
In SFB phaser damage against plasmas is halved and that makes a big impact with regards to the impact of plasmas in the game .............................
With "phaser damage halved against plasmas" in force you could also make Intensify Defensive Fire an automatic special order removing the risk of failing the test...........................
This would allow better defensive networks against drones and plasmas - but in a form that would act as a balance with the Kzinti without totally nerfing the plasma races due to the impact of the "damage halved versus plasmas" rule................
This has been considered before but it was a while ago so I’ll cover it again.
Making IDF automatic forces you to use your special action to survive, no reloads, no boosting shields etc. Making it automatic means every ship that goes IDF gets to fire defensively and it will kill huge numbers of Drones. And Plasmas and fighters and every other seeking weapon that comes out in future.
Then to allow plasma’s to still be viable you need to make them tougher or more powerful. This in turn changes the entire dynamic of the Plasma races which throws other things out of balance. The solution to Drones MUST only affect Drones. Changing IDF forces a change to plasmas and then to fighters and other things.
Making plasma’s tougher by requiring 2hits per dice significantly increases the damage they will inflict. A cruiser can Phaser down 5-6 Dice of plasmas, The Gorn will be dumping 12AD of plasma per cruiser, the Roms 8-12. At present this means a single Plasma cruiser will get 6 dice through defences to hit the shield or approx 21 damage. Enough to smash or significantly weaken a shield. If that same cruiser can only stop 3AD of plasmas with those 6 Phasers then 9AD dice hits, roughly 31 damage. Enough to take down any cruisers shields and do internals.
gord314 said:
I really like this solution. It makes drones a nuisance, but not totally lethal, at long range and serious problem at shorter ranges when phasers start having other targets. Nomad, to address your concern if you consider a 6 on 6 scenario, firing your first 3 ships at a ship that used IDF should drain the defensive fire from it, and probably one other ship that passed the check, leaving the last one open to attack from your remaining 3 ships. This is assuming of course that your opponent declares IDF with all his ships foregoing other special actions. It also drains the offensive phasers fire from these ships, something they may not be able to afford once the range closes.
I look forward to trying out these changes this afternoon.
EDIT: federation ADD from drones will need to be addressed though. The implication (though there was no official ruling) previously had been that if the ADD does not run out, its level resets to the number of AD of the drone weapon on the next turn. Since some federation ships have 4 AD of drones, this would make them completely immune to drones if they did not fire theirs. Requiring a reload special action to switch back to drones from anti-drones (and reset the ADD score to the drone score) might work.
I’m not sure that it should require a reload. I mentioned this above. The Drone 4 stuff is immune to Drones anyway since they have 3ADD every turn. A Drone 2 ships can stand off a 3 ship group if it gives up offensive Phasers. There are Fed ships with Drone 1 that will lose both ADD AND Drones when they run out of ammo. What I don’t want to see is a rules change to balance the rules change that was caused by the other rules change.
Having the Feds give up the Ability to Fire Drones in order to be safe from Drones seems reasonable, this was part of the original concept as far as I remember Matt saying. It means the Kzinti have problems facing a Fed fleet unless they are balanced, I don’t see this as a problem.
Every race should have someone they have problems facing and someone they have an easy time against. :lol:
TJHairball said:
If drones aren't broken at 1000 points - I'm not sure they aren't, what with the 9xDWD of doom option - then the limit should be 6 ships, really, since a 1000 point fleet can deliver as many drones as any 6 ships currently can. 3 ships might be an overreaction.
I see gord314 has beaten me to the punch by editing his post - limited to 3 volleys, you have the problem that the Federation can WTFPWN the Kzinti by just taking Kirovs (which is never a bad idea anyway), and even the regenerative 2 AD-of-drones ships, RAW, have remarkably strong resistance to drones at a 3 volley limit.
Matts tipping point was, in my oppinion a lot lower that 1500 points. A 1000 point fleet with 28 Drones is a huge problem.
Fed ships with Drone 4 are all but immune to Drones anyway, this doesn't make them more or less protected since they must use EITHER Drones or ADD, its all or nothing meaning the DWD or BCH is either immune to Drones or can use them. There is no point taking a DWD then not firing the drones becasue the DW hull is too flimsy to take more than a few hits so it cannot afford to ignore the enmey Drones. Giving the BCH the ability to split its Drones just gives them more of an advantage. Leave them as is, either a decent Drone 4 attack or immune to Drones, Drones are a scondary weapon, a Heavy Battle Cruiser should be able to laugh at a secondary weapon.
Drone 1 isn't useless. Yes it cannot be combined into huge Drone waves. But that Drone is a chance to empty an ADD, its an enemy phaser used on it not you, its another D6 damage with Devestating to throw at an enemy that has shields down and just used its last Phaser to shoot someone. In short Drone 1 is a secondary weapon and has secondary effects. A Fed CA fights with Photons and Phasers, the Done is very much a "Oh and throw in the Drone as well" weapon.