smiths121 said:
Sorry for the double post. Virgin Media is timing out Mongoose, but not anywhere else I've been to so did not know the first post had published.
Note you can edit the second one and replace its contents with a disclaimer
smiths121 said:
Damage Control seems powerful in the core rules, ...
BP said:
Well, there are limits - and, in this tourney, I'm not sure the crew position limitations were accounted for (see Core pg 150 and 146). Damage control requires dedicated crew during a turn and/or repair drones. So it is not unlimited per turn. (My design traded off repair drones and CPU costs for this reason).
OK, not sure I see the limits. The only compulsory position is Pilot, and there is no limit to numbers on damage control. If you use the Full column on Crew Requirements page 113, you have 2 pilots spare to start with. There is one spare gunner per turret as well. That is a lot of spare people to run around patching up holes and kicking systems till they work.
That is the limit - you have to have the crew - even if fully crewed with 2 pilots doesn't mean you have enough gunners, screen operators, etc. (and there are also crew casualties to consider).
In addition - the repair requires a skill check (Combat repairs pg 150) - if those pilots ain't got Mechanic, then they can only try a normal repair.
They could attempt a normal repair accellerated 2 rows if they have Engineer, or Science skill. If no skills, then only 1 timing row faster at 1-6 rounds (10-60 minutes) on a 12 only.
smiths121 said:
BP said:
Additionally, pg 143 only refers to damaged systems when jury rigging. Looking at Space Combat Damage - based on hits (after armoured bulkheads are gone) systems are damaged, disabled or destroyed. Interpretting this to mean that only damaged systems can be jury-rigged, others would require repair or replacement.
I have to disagree with you here. I think the word "damaged" is used in different context in damage control and damage to systems. The M-Drive hit does not have a disabled state, 2nd hit is -50% thrust rather than disabled, can it be repaired after 2 hits Mechanic checks are per system, and the effects table allows up to 3 hits (the max a system can take in combat before structure or hull hits are hit instead) to be jury rigged (Repair Damaged System page 150 Core rulebook).
I see jury-rig as getting the last remains out of a dead system during combat. After the combat, strategic rules determine if it needs replacing, whether it can be jury rigged long enough to jump and get the ship home.
Ah - I was specifically referring to the normal repair rules on pg 143 - page 150 has combat rules and they are different - which I had intended to cover (I got side tracked distiguishing damaged from disabled for normal jury rigging).
The book distinguishes jury-rigging from battlefield repairs - the former lasting 1d6 hours, the later lasting as long as the battle.
As mentioned above - those require Mechanic skill. For combat repairs they happen within one round and can cover damaged, and disabled (though I assume that destroyed and structure repair is out from rules on pg 143)
Back to the normal repair rules on pg 143:
I used the term
generally in my earlier post because not all systems have the same damage states - and the M-Drive does have a disabled state - the 3rd hit, it however, doesn't have a destroyed state. The Power plant does not have a disabled state - it can only be damaged or destroyed!
This in part is also my rationale for interpreting the Repair rules on pg 143 the way I do - a Power Plant then couldn't be jury rigged (different from battlefield repairs) - it would require repair. The assumption is normal power plant damage being internal and typically involving 'melting' or 'exploding' components taking out enough that spare parts are needed and thus jury riggin is not an option - whereas M-Drive and J-Drive are being treated more like car engines which are easier to jury rig than say a battery. During combat - the power plant damage may be limited to direct physical routing and the like that can be overcome (versus internal overloads) - thus allowing battlefield repairs.
Looking at your design, your interpretation of the repair rules made you take back up systems which effected the number of decent guns you could mount.
Actually, no. I wanted backups irregardless - repair checks can fail, or competent crew/drones be unavailable. I wieghted things towards defense because I had a 'big gun' - if the ship could survive it could win against all likely comers. (Also the reason for the expensive tradeoff with the meson screen). And big ships have to protect against mass attacks by cheap weapons (like torpedoes) - if power plant or manuever is out for one or two rounds that may be all it takes for the fat lady to start singing.
The normal (non-battlefield) repair of damaged vs disabled is an interpretation - based on the rules literally as written - which may very well not have been the authors intent (as typified in a number of areas). During battle it is only really relevant if non-mechanics are trying to repair a system - since it means they cannot jury-rig systems that are disabled, they have to repair them - taking more time/negative DMs
and spare parts - something a Mechanic skilled crewmember would not have to do!
Hope that was at least somewhat clear and addressed your points...