Da Boss said:
Oh god no don't make drones any better. :roll:
We spent how long trying to make them not auto win machines and this coupled with every new Fed or Klingon ship having loads of the things.............
Before we tinker with anything are we sure that plasma does not work fine?
Well I think there is room for tinkering with plasma without affecting drones.
If we use the idea of a P-1/2 taking off 2 damage in killzone, 1 otherwise, and a P-3 taking off 1 in killzone, 0 otherwise, then you can still shoot down drones attacking another ship as long as you in are in range 18 for P-1, range 12 for P-2. Which is no real change from the old way of doing it. It's the P-3 that loses effectiveness vs drones in that you have to be within 2" to use a P-3 for IDF, not 6". Remember, even one hit takes out a drone, so 2 pts from being in killzone is irrelevant for shooting at drones.
Also, the reduced effect of P-3, particularly for escorts, may mean that those abundant drones get used on incoming drones more often instead of being used for attack.
But that 2 pts in killzone might become relevant if we ever see harder to kill advanced drones or something.
Believe me, I am okay with Drones the way they are, and do not want them to become even more effective.
The third factor I can see in outrunning a seeking weapon is the direction the target ship is moving in. If the target is moving towards you, it is effectively closing the range, whilst a target moving away is effectively extending the range. Maybe it's possible to represent this in a similar way to energy drain: -1 AD when shooting into a target's side arc, and -2 AD when shooting into a target's rear arc. (These modifiers should not apply vs stationary targets.) Of course any such changes would require a significant rebalance of the current ships.
Interesting idea. Though if we are to stick with the current dice system for warhead instead of fixed damage like I proposed, how about we use -3 damage from the side, and -6 from the rear taken off whatever the dice you rolled yields. Reducing by 1AD seems reasonable, but -2AD just kills Plas-F. Now if we used -1AD or -2AD for shots taken over 4", then this isn't quite as bad.
How about this to resolve what storyelf and nekomata fuyu were saying:
Assume that Phaser-1/2 fired in killzone remove 2 damage from the torpedo, 1 not in killzone. Phaser-3 removes 1 in killzone, 0 not in killzone. KEEP the idea that a torpedo does X dice damage, but remove the phaser damage after the torpedo damage is rolled out.
Eg, a plasma-S fired at 8" range is hit by 2 Phaser-1 in killzone on the way to the target. Roll 4 dice for the torpedo's damage, then deduct 4 points from the torpedo damage.
Now...
Step 1) If plasma is fired from within 6" of the target, proceed to step 2. If a ship is fired upon by plasma from over 6", the player running that ship may opt to make an opposed crew quality check. This option may not be chosen if the ship firing plasma is in the front arc of the target ship. If it passes the check, the damage dealt by the incoming plasmas is reduced by 5 points per torpedo (deducted after the damage dice are rolled). This represents efforts to dodge and lengthen the plasma's flight time. If it fails the check, proceed to step 2.
Step 2) Attacks launched at range 0-4" are resolved as normal. If the target is over 4" away, use this procedure: When resolving the plasma hit, if the target is hit in the front arc, damage is not modified. If the target is hit in the Port or Starboard arc, reduce the damage from the torpedo by 3 points, representing slightly longer flight time to impact the target. If the target is hit in the Aft arc, reduce the damage taken by 6 points due to much longer plasma flight time. These reductions are taken off the damage from the torpedo after the damage dice are rolled. Repeat the procedure for each torpedo used.
If the target moved 6" or less this turn, then the modifiers for hitting it in either the Port/Starboard or Aft arc do not apply, nor can the target ship make the opposed crew check to dodge the torpedo.
I would be open to modifying the damage reductions due to evasion or which arc of the target is hit. Playtesting might also show that it would be a good idea to add a die damage to each torpedo to help balance things.