Da Boss said:How about this:
Close Blast Doors
A Narn ship of the Line declared to be acting under this order can either prevent damage and crew loss on a 4+ by sealing off non vital areas of their huge ships. OR they make use of the reknowned Narn resiliance and love of self sacrifice by activating repair crews to work in the most dangerous areas and coniditons. If the latter choice is made they ignore all criticals, damage and crew loss that turn on a 6+.
A Narn Ship of the Line is any Narn ship with 50 or more damage points
Foxmeister said:Note that this is a light hearted suggestion and I don't expect it to be taken seriously, but the Drakh "Critical Systems Defense" does show that the PTB are not totally averse to some degree of critical protection.
Methos5000 said:Da Boss said:How about this:
Close Blast Doors
A Narn ship of the Line declared to be acting under this order can either prevent damage and crew loss on a 4+ by sealing off non vital areas of their huge ships. OR they make use of the reknowned Narn resiliance and love of self sacrifice by activating repair crews to work in the most dangerous areas and coniditons. If the latter choice is made they ignore all criticals, damage and crew loss that turn on a 6+.
A Narn Ship of the Line is any Narn ship with 50 or more damage points
Just a quick question. If they are doing the whole self-sacrifice thing and activating repair crews in dangerous areas....shouldn't they still suffer full crew loss? Maybe not the crit crew loss if they prevent the crit but the regular crew damage and if they fail the check to resist the crit it means something went wrong and alot of Narn are gonna die. I mean you are throwing crew members into lethal situations to keep the ship running after all. I dunno, it just seems odd to word it with sacrifice and dangerous conditions and then give a crew damage resistance also.
CZuschlag said:Absolutely not as part of this release. Redundancy is out of scope; we don't have the time for this massive retest. What we are trying to do is give the Narn ships that need it the most something that brings them back into line. An advantage; an edge. If you don't like crit effects, but like big ships, this says, writ in large, Buy Narn. It's finally a compelling reason to the the T'Loth and G'Quan, has racial flavor, and is flatly overdue.
Greg Smith said:skavendan said:Greg Smith said:Maybe we can stick with the 4+ CBD but restrict it to the bigger ships.
No war class ship would use this special action so I would have to say how do you define "bigger ships"
50+ damage, or with Lumbering.
The Narn ships are supposed to be tough, hard to take out, but through construction rather than active defenses... the G'Quan ship plans they put out talk about the onion formation of the decks to put even more internal defense in.
How should we represent this?
They do the onion skin approach to add additional armor to the vital systems and actively add fake windows to the outside to confuse even close fighter attacks looking for the bridge.
How about this one...
Narn have a 4+ save vs vital crits... stops the worst crits but won't come in to play that often... and means the Narn will always be able to eventually do All Hands.
CZuschlag said:stepan.razin, this would only go to the Ka'Bin'Tak, Bin'Tak, G'**s, T'Loth, and T'Rann; all ships that, flatly, need the help. The "good" Narn ships didn't get an upgrade with this (specifically the Dag'Kar, G'Vrahn, Var'Nic, and the Skirmish choices other than the Rongoth/Rothan.).
stepan.razin said:I am against this on principle... Unless crit mitigation applies to all "bad" ships, I am against it.
With the new FAP rules, a lot of bad ships will have to be used to facilitate new FAP breakdowns.
Besides, the reasoning given for this special rule is to satisfy some fluff, and I am game balance first kind of a player.
If the reasoning is to fix the crit system, then why not fix it for everyone.
Greg Smith said:stepan.razin said:With the new FAP rules, a lot of bad ships will have to be used to facilitate new FAP breakdowns.
The FAP doesn't force you to use bad ships at all.
Greg Smith said:Other bad ships are getting different fixes - stealth added to the Shadow stalker, for example.
Greg Smith said:The FAP doesn't force you to use bad ships at all.
Greg Smith said:But every special rule satisfies fluff - Minbari stealth, EA interceptors, Narn energy mines... It doesn't mean it isn't balanced.
Greg Smith said:The reasoning isn't to fix the critical system. The reason is to give the Narn something interesting in P&P, to address problems with certain ships in its fleet, to do it better than the proposed blanket 4+ CBD save.
Ripple said:However... doesn't mean I want the Narn to suffer.