Loosing traits

Galatea

Mongoose
I have already decided to houserule this, but what traits would you count as not able to get lost?

On my list currently are:
- Adaptive Armour (this is something of armor structure and quality, not a defined subsystem that can be taken out. Loosing this trait also screws up balance.)
- Carrier (again this is something in the ship's design)
- Self-Repairing (again an inherent construction of the ship, not a fixed subsystem)
 
Galatea said:
I have already decided to houserule this, but what traits would you count as not able to get lost?

On my list currently are:
- Adaptive Armour (this is something of armor structure and quality, not a defined subsystem that can be taken out. Loosing this trait also screws up balance.)
- Carrier (again this is something in the ship's design)
- Self-Repairing (again an inherent construction of the ship, not a fixed subsystem)

I'm not sure about this. In each case, these are elements that, from a scenario perspective, could be damaged through energy overloads, etc.--precisely the sort of thing Criticals are designed to address. Adaptive armor is "semi-living organic material which can...adjust itself to repel the worst of most attacks." What is the mechanism for this? Without any particular statement to the contrary, I would assume that the mechanism can be interrupted.

The same holds true for Self-Repairing. What is the mechanism? Presumably, the nano or bio tech can be shorted out. Without a statement to the contrary, again, assume some type of interruption can happen.

The Carrier trait has to do with the quantity of auxiliary craft which may be launched/recovered. This is very much a structural thing. Can a cobra bay be blocked/destroyed? I want to say that it happened somewhere early on in the series, but I can't remember off the top of my head. Doors can get jammed. One episode had the launch/docking bays on B5 damaged in a collision between two ships which prevented its use. Again, I cannot remember which one, but it had something to do with the dock crews going on strike.

I think the traits that are already listed in italics are fine the way they are.
 
I have to agree that your working in some real gray areas here.

Carrier - the idea of jamming the bay doors, knocking out the catapults, fire in the bay (no launch while folks scramble to put on suits or put out the fires)... lots of way this one can happen and not integral to the entirety of the ship.

Adaptive - while I tend to buy the 'overall' element of your argument... how do you stop something that almost has to be fairly independent, like white blood cells for us... the game balance argument is too easy to apply to stealth, dodge, shields as well.

Self-repair - same as above for fluff reasons, but not sure I can buy into a game balance one here. If you can knock out damage control (lots of parties of guys all over the ship) why can't you know out Self-repair?

Ripple
 
Well I don't think you can knock out the entire Carrier capacity of a Poseidon or an Avenger with one hit. You need to bomb the entire ship into a burning hulk to take all hangar doors out of order.
For ships like a Command Omega I can see this happen, but not on a ship built like the Poseidon.

For Adaptive Armour - I think loosing this trait causes really big problems with ships like the Victory or the entire Vorlon Fleet. After all these ship pay for their hitpoints (especially the Vorlons which are already few in number) - and can loose half of them due to one dumb lucky hit.
And as said - you can't take out reactive armour on tank by a lucky hit on his engine. It just feels really strange.

Another added to the list is the said Engineering Crit. I think denying damage control for one turn is allright but take it entirely out feels just - funless.
I think changing it to denying the ship to use "all hands to deck!" special order works better.
 
I agree that some of these areas are gray areas but I also think some traits should not be removavble adapative armour & self repair being the main two.
These two should be integral components to the ship & therefore not removable. How can you disable internal structure ? That to me is the same thing

As for carrier trait I think that can be removed - it isnt stopping the ship from launching fighters it is just slowing the amount that can be luanched at one time. This thing has happened in multiple shows BSG & B5 when damage has affected hanger bays/launching tubes.
 
Hm, something came to my mind - how about saying that ships with the Fleet Carrier trait cannot loose their Carrier trait due to critical hits.
Fleet Carriers are truly ships with masses of hangars bulked all over the entire ship that can't be taken all out by a direct hit.
 
Galatea said:
Hm, something came to my mind - how about saying that ships with the Fleet Carrier trait cannot loose their Carrier trait due to critical hits.
Fleet Carriers are truly ships with masses of hangars bulked all over the entire ship that can't be taken all out by a direct hit.

Im with you on the fleet carrier, and the Adaptive Armour as thats part of the ship.
 
Galatea said:
Well I don't think you can knock out the entire Carrier capacity of a Poseidon or an Avenger with one hit. You need to bomb the entire ship into a burning hulk to take all hangar doors out of order.
For ships like a Command Omega I can see this happen, but not on a ship built like the Poseidon.

Well, I could see making a roll then to see how many points of Carrier trait one loses. How do the doors open, electronically, magnetically, hydraulically? A power feedback, reactor explosion/implosion or a catastrophic explosion could shut any of these down. Launching and recovering fighters requires opening the ship to space on some level, what if the damage is such that one cannot close this to space? Where does all the atmosphere inside the ship go?

For Adaptive Armour - I think loosing this trait causes really big problems with ships like the Victory or the entire Vorlon Fleet. After all these ship pay for their hitpoints (especially the Vorlons which are already few in number) - and can loose half of them due to one dumb lucky hit.
And as said - you can't take out reactive armour on tank by a lucky hit on his engine. It just feels really strange.

Dumb luck can often turn the tide of battle. At the Battle of Midway in WWII, the USN caught the IJN carriers with explosives on deck. That was just dumb luck, and it cost the IJN three carriers. At Villers Bocage in France, Michael Wittmann took on most of a British Armored brigade with a single Tiger tank. That he rendered the Brigade almost completely combat ineffective before his tank was disabled was dumb luck. Particularly since he walked away!

The comparison between adaptive armor and reactive armor breaks down under close scrutiny. A Reactive armor cell is a shaped charge that detonates and explodes away from the tank when struck by sufficient force. Once the cell explodes, it is gone. There is no system that controls it, changing it to resist kinetic or chemical energy Another hit to the same point will penetrate. Adaptive armor changes to meet the type of threat presented. As yet, I've not heard a good explanation of how it does this. To say "it's part of the ship" is bogus...every system affected by criticals is "part of the ship" with the exception of Crew and Troops.

There are only four instances in which a ship loses a trait, three of them are about power (not movement) and one is labeled "Catastrophic" for a reason.

Another added to the list is the said Engineering Crit. I think denying damage control for one turn is allright but take it entirely out feels just - funless.
I think changing it to denying the ship to use "all hands to deck!" special order works better.

I'll have to bring in some experts on this one, but I believe that damage control is coordinated centrally. An officer finds out what is wrong and sends subordinate officers and noncoms to guide teams and effect repairs. An engineering hit takes this out and renders damage control ineffective.

As for being "funless" we could make that argument for nearly every damage result. What about a Vree player who loses one random arc on the Vital Systems table? All of their weapons systems are turreted! I had a Hyperion down to its last two DP, but because I had a skeleton crew, I couldn't ram my opponent. That wasn't much fun...especially since I couldn't miss!

There is a reason that these are referred to as Critical Hits. The result goes above and beyond simple damage.
 
I was trying to explain the DCC (Damage Control Central) situation in another thread but was having no luck. Partly because people didn't want to hear what I was saying.

It IS centrally coordinated and if DCC gets hit, you aren't going to get any fast repairs. Nothing is going to get done in time to affect a battle as short as B5s.


For a more exciting explanation of it, check David Weber's Honor Harrington series. He gets it pretty close close.
 
Taran said:
It IS centrally coordinated and if DCC gets hit, you aren't going to get any fast repairs. Nothing is going to get done in time to affect a battle as short as B5s.

That is why I suggested to deny the ship the "all hands to deck!" order. There is no more co-ordination but the internal communication (walkie-talkies or just mouth-propaganda) should still be able to send an Engineering Division to the one that cries the loudest.

For Self-Repairing I think it's a trait of the entire internal ship structure itself. It's like a living organism (espacially the Vorlon ships) and the only way to stop it healing itself should be killing it entirely.
And I don't think the Adaptive Armour is something centrally organised thing. On the Victory or the White Stars there may be a computer that controls the entire hull but certainly not on the Vorlon ships.
 
Actually we have no idea at all what controls the Vorlon repair ability. It could be a brain. It could be a reflexive response. It could be a chemical reaction to pain. All of these could be inhibited by damage to a certain area. It could also be explained that the ship just doesn't have the energy left to contribute to all functions. The brain could be put in a situation where it must choose flight or fight, and most animals in nature that are used to being apex creatures will almost always choose fight. So t decides to devote the energy to weapons and maneuverability instead of diverting it to repairs.

As for the White Stars and Excals, it is easy to see the controlling component whatever it is being taken out by a power surge or drain, as well as explosions, etc.

While I agree loosing the Carrier trait does seem a little strange. I believe that it falls within the mechanics of the system and I'm not a big fan of exceptions to the rules. I tend to think that failing a Scramble CQ should mean no flights make it off though.

As for Fleet Carrier, I believe it should be a losable trait since it requires everything to be working smoothly to being damaged fighters in and reorganize squadrons.
 
Hehe, the Fleet Carrier trait never stood to discussion - the only thing I suggested was to say that ships that have the fleet carrier trait (and therefore are designed as a Carrier) should be unable to loose their carrier trait.
This means that ships like the Omega who aren't designed as full-scale carrier could loose their carrier trait, but a Poseidon or a Morshin could not.
The Poseidon could still loose it's fleet carrier trait (but even then not the carrier trait).
 
As far as adaptive armor goes you have to remember the Victory doesn't actually have Adaptive Armor. It has a "Plasteel/Poly-Crystalline armor" that deflects 80%+ of the energy directed at it. Now we don't have a game mechanic for that so it was given Adaptive Armor, but it by no means has some CPU powering it as it a completely passive system.

The Whitestar/Bluestar class ships and Vorlons all seem to have living tissue for armor that would most likely require some kind of power be it reactors (ISA) or Life energy (Vorlon) both of which could be disrupted in some fashion (reactor goes offline or a lifeline was temporary cut that needs to be repaired)

That said I kind of like the idea of not loosing AA especially from a balance point, however, several races suffer balance when they lose other traits. Not even counting AA when a Whitestar loses Dodge it makes it much easier to kill. A Minbari ship loosing stealth or a Drakh ship loosing GEG also makes it much easier to kill.

The problem with making exceptions for one or two traits is what makes these traits more worthy of being exceptions than other traits.

As a player of generally Higher Tech races (ISA mainly) I would prefer there isn't any trait loss through crits, however I'm sure my opponents especially the ones that play lower tech races(read as less traits) such as Narn or Dilgar like the idea of ships loosing traits.

Personally I think the Vital System hits 6-5 and 6-6 were nasty enough without adding permanent trait loss to it.
 
Just think of the big Trade Federation ship in Star Wars I: The Phantom Moneymaker--one hit in the hanger bay was all it took :roll:

Seriously though, I can see how one hit could take out the Carrier trait. Maybe it's damage to the mechanism that opens the doors (someone mentioned that already I think), or the refueling/ammo feed lines are damaged, power is diverted away from the ready room coffee machine, etc.
 
Well, it's not just one hit though. Continuous beam hits are the beam of intense energy being held over the ship. That crap hurts!

Debris will clatter to the ground, blast doors will get jammed, the fighters in the bay get tossed around, deck fires, loss of gravity, damaged mechanics, loss of power...

Yeah.

Dark Angel
 
How about:
If you are called upon to lose a trait with a numeric element (eg Carrier X), instead roll a d3 and reduce the affected trait by that amount. If a trait is reduced to 0 or less, the trait is counted as having been lost altogether.

This allows such traits to be degraded by critical hits without them being an all or nothing affair.
 
Galatea - We're talking about trait loss in general, and Fleet Carrier is a trait that I have heard people complain about loss.

For the record, I play ISA almost exclusively. I have a good size Minbari fleet and then EA and Psi Corps. I rely on my traits. If I lose a trait it hurts, especially say Scout from my 1 WS on turn 1. That turned that battle sour for me from the start. But it was awesome fun.

I love the fact that a system can go off line so easily.
 
And it's also what I like about the Omega Destroyers. You can take out all of its traits, and it's still a scary battle level ship to fight.

Traits are put there to be lost. For alot of players who fight Minbari and ISA, removing traits is almost the only way to kill them.

Dark Angel
 
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