katadder said:
it doesnt balance it out at all, you cant out manouvre the ship then as it gets to see which way you go.
if my vorchan wants to take on a hyperion and the hyperion moves 1st it has a chance as it can go the opposite way, however if it cant fool the hyperion whats the point in init?
the same could then be applied to foreward arc ships, you still have to decide which way you think the enemy is going to go, this special action gives the benefit to boresight ships in that regard.
So, by your reasoning, the Vorchan waits around in space until the hyperion is done moving, then reacts.
Why is it then, that if I have two dozen Tethys and you only have half that number of ships, my Hyperion (or omega or whatever) just became super manuverable and can now boresight whatever it wants?
Since all the ships are 'essentially' moving in real time, the idea of a SA that allows boresighting is that the Hyperion is reacting to the Vorchan (gasp!). As the Vorchan manuvers, the Hyperion moves to keep its gun on target. If, however, the Vorchan is able to keep out of the fire arc because of speed and turns, the Hyperion isn't going to get the shot.
patton4014 said:
Hi all,
I have been following this thread with a lot of interest. I think that there are a lot of good ideas her so far. But here are a couple that I would like to add to the mix. Please excuse if they are already in the rules or have been suggested here or other places. I have not looked at the rule books in about 6 months:
1. Time on Target – make this a special action for the bigger ships and space stations or with a personality for an added bonus that represents all of a ships weapons hitting one target all at the same time.
this is already true. All weapons from a ship hit their target at the same time.
2. Ramming – For both fighters and capital ships
and make it easier (especially for fighters!) rather than resorting to failing at skin dancing to ram
4. Change to the hull defense numbers from 1-6 to 1-10 – I see many of the ships in the show either being tougher to hit or much more hardy than they seem in the game. Expand the toughness of ships like the Vorlons and Shadows and it would make their weapons much more devastating that they can hit more often at the higher level. The fact that we see a shadow ship hit by multiple beam weapons for several seconds etc. is where this really comes across in the show.
while I'm all for changing the system to a d10 base, I don't see it happening
And, if you only ever field Ancient Shadow Vessels, you get that sort of hull splitting effect
5. Target lock - make bore sight weapons easier to deal with. Once you have HIT a target with your bore weapon it can track and follow the target for each successive round, as long as the ship is in the same arc as the direction of the weapon.
See above
6. Power levels and Hyperspace engines - Several times during the show we see ships take their jump engines offline for a power increase to weapons
I'd love to see a simplistic system for dealing with this. Although I COULD see it being exploited. It could be done something along the lines of "Halve the ships speed, add +2 AD to one weapon system" or "Halve the AD of all weapons, add 50% to the ships speed" (yes, I know, APTE already does this).
7. Along the same lines “One, continuous focused burst”(I think this is the line) – I don’t remember the episode when Sheridan says this but I like the idea of putting all of your eggs in one basket. Have the ability to loose all of your other weapons for a round or two to fire a heavily augmented shot from your main weapon against a target.
Well that is all for now. I am now jazzed to get all 5 seasons and start watching again for other ideas.
This would best work similar to the engine to weapons thing as well. Along the lines of 'decrease a weapon systems AD by 5, gain 1 AD to another weapon' but again its going to be subject to abuse.