vladthemad
Mongoose
Woops, double post.
Nerhesi said:First - it seems clearly defined in the rules. There is text complete with examples...
Second, you need to stop thinking about "shooting one missile" or firing "once" in a 6 minute period! Point defense is a drawn out activity... you are shooting at the incoming missiles! Not one shot, one missile! this is the root of your confusion here. A gunner with above average skill can easily shoot down several missiles. An elite gunner can easily shoot over a 10 missiles, while firing a small bay over a 6 minute period!
As above - I you'll notice the text specifically addressing multiple weapons, states MISSILES, pulse lasers, beam lasers. EDIT: I Found it - Page 158 Top left.
An elite gunner can easily shoot over a 10 missiles, while firing a small bay over a 6 minute period!
TL still cap armour and this is a non-sequitur. They had 14 and 15 armour before (max). It doesn't change the logical fact that now, because of how multiple weapons work, THEY ARE TAKING MORE DAMAGE. This has nothing to do with barrage rules - you misunderstood that completely so we can drop it.
Maybe a quick example will explain it a bit better for you. If your Fat Trader has 3 pulse lasers in one turret doing 2d6+4, and my Fat Trader has three turrets with one pulse each doing a total of 6d6, who do you think is going to win?
TrippyHippy said:ShawnDriscoll said:This game will have a few core books. Not just this one.
It may seem to be a quibble, but this is not right. There is one Traveller Core Rules book (the one we are currently playtesting). There is a 'core range' of books that follow, which will be important too, but it needs to be clear that someone only needs the 'Core Rules Book' alone to play the game.
If you lose that, you lose a lot of potential customers.
allanimal said:On my reading of the changes to space combat, I have to agree with Vlad.
I like the critical effects table, but I feel like critical hits will rarely happen, and that will dramatically change the flavor of space combat.
Though, Beam lasers at short range with a good gunner will crit frequently, it seems.
But maybe that is not true in practice. I have my weekly Traveller session tomorrow night, and if they happen to get into a space combat (somewhat likely with where we left off last time) maybe we will try it out.
Also, in the past, we were able to target systems to disable a ship rather than destroy it. I don't see a possibility to do this now.
Strithe said:allanimal said:On my reading of the changes to space combat, I have to agree with Vlad.
I like the critical effects table, but I feel like critical hits will rarely happen, and that will dramatically change the flavor of space combat.
Though, Beam lasers at short range with a good gunner will crit frequently, it seems.
But maybe that is not true in practice. I have my weekly Traveller session tomorrow night, and if they happen to get into a space combat (somewhat likely with where we left off last time) maybe we will try it out.
Also, in the past, we were able to target systems to disable a ship rather than destroy it. I don't see a possibility to do this now.
A quick & dirty fix would be to just ignore the Effect part of critical hits occurring and simply base it on damage (i.e. 1 severity point of critical hit per 10 points of damage). If you're adding Effect to damage high Effect will still come into play.
Nerhesi said:I'll defer regarding the missile point - while the rules are clear, they do not seem logically sound. So even with 4D+8 for triple missile turret, how does that simulate 3 missiles and point defense accordingly.
Your conclusion regarding less rolls = less hits = less damage isn't factual. You can't take the rule of multiple weapons from MGT2, without taking all the rules with it, which includes straight hull damage. We shouldn't compare a hodgepodge of a bit of MGT1 and a bit of MGT2. To maintain integrity, we should compare them both as a whole.
So you compare multiple weapons doing multiple attacks of 2d6, but resulting in single and double hits (MGT1)
VS
Multiple weapons doing a single attack, but damage going straight to hull with a possibility of a crit (MGT2).
Nerhesi said:We did some testing last night and 700-ton advanced merc craft still only has 140 hull - thats a total of 14 "possible" crits... probably low for an extended battle. Especially if you're doing 10 points AFTER armour reduction. I really like the idea of crit per X damage after armour.
Condottiere said:I assume the hulls are generic tech level twelves,.
Nerhesi said:Strithe said:allanimal said:On my reading of the changes to space combat, I have to agree with Vlad.
I like the critical effects table, but I feel like critical hits will rarely happen, and that will dramatically change the flavor of space combat.
Though, Beam lasers at short range with a good gunner will crit frequently, it seems.
But maybe that is not true in practice. I have my weekly Traveller session tomorrow night, and if they happen to get into a space combat (somewhat likely with where we left off last time) maybe we will try it out.
Also, in the past, we were able to target systems to disable a ship rather than destroy it. I don't see a possibility to do this now.
A quick & dirty fix would be to just ignore the Effect part of critical hits occurring and simply base it on damage (i.e. 1 severity point of critical hit per 10 points of damage). If you're adding Effect to damage high Effect will still come into play.
Agreed. Or even per 5 points for spacecraft, and per 50 points for capital or something like that.
We did some testing last night and 700-ton advanced merc craft still only has 140 hull - thats a total of 14 "possible" crits... probably low for an extended battle. Especially if you're doing 10 points AFTER armour reduction. I really like the idea of crit per X damage after armour.