vladthemad
Mongoose
So, a player and I are reading through the space combat rules. They have deviated greatly from the previous rendition. Has anyone played with these new rules yet?
The way it's set up, it seems like you are a lot more likely to destroy the ship now before you disable it. With a requirement of an effect of 6+, how likely are critical hits to happen in play? They've increased a ship's hull points by a factor of ten, but haven't increased the damage of any weapon besides missiles. Gone are structure, and the damage roll to actual effect table, which is then used to reference the hit location tables.
This seems like it has a very fantasy RPG character feel to it now. You have hull (hit) points, and you keep knocking away at them and your ship is fine until you get to 0...and then you're dead suddenly dead. Previously, it felt much more realistic, where as a ship was repeatedly hit, systems would begin to fail, sections of the ship were taken out, and you might even destroy the ship if you continued you to fire upon it for long enough.
Also, there are blanket penalties to range on page 156, and bonuses by weapon type. Then on page 158 each weapon is given a range. Are these optimum ranges, or maximum ranges? If optimum, how does that work with the blanket penalties by range on 156, and if maximum, it seems odd that beam lasers work perfect until medium range with their +4 bonus to hit then suddenly they just stop. Pulse lasers are similar, but shoot into long range, and just stop.
I'll have to get a fresh look at these in the morning, and maybe run some mock battles. I'm pretty tired, hopefully I wasn't too incoherent...
The way it's set up, it seems like you are a lot more likely to destroy the ship now before you disable it. With a requirement of an effect of 6+, how likely are critical hits to happen in play? They've increased a ship's hull points by a factor of ten, but haven't increased the damage of any weapon besides missiles. Gone are structure, and the damage roll to actual effect table, which is then used to reference the hit location tables.
This seems like it has a very fantasy RPG character feel to it now. You have hull (hit) points, and you keep knocking away at them and your ship is fine until you get to 0...and then you're dead suddenly dead. Previously, it felt much more realistic, where as a ship was repeatedly hit, systems would begin to fail, sections of the ship were taken out, and you might even destroy the ship if you continued you to fire upon it for long enough.
Also, there are blanket penalties to range on page 156, and bonuses by weapon type. Then on page 158 each weapon is given a range. Are these optimum ranges, or maximum ranges? If optimum, how does that work with the blanket penalties by range on 156, and if maximum, it seems odd that beam lasers work perfect until medium range with their +4 bonus to hit then suddenly they just stop. Pulse lasers are similar, but shoot into long range, and just stop.
I'll have to get a fresh look at these in the morning, and maybe run some mock battles. I'm pretty tired, hopefully I wasn't too incoherent...