Foxmeister said:
The simple fact of the matter is that larger ships are much more likely to have more redundancy and the critical systems are likely to be buried far deeper in the superstructure. I'm sure you'd argue that this is what the Hull score is for, but with a spread of just 6 values (only 4 of which being in regular use) that argument doesn't hold much water.
Especially since even at hull 6 many smaller ships have beam/mini-beam/SAP weapons all of which make hull 6 seem less special.
Either there needs to be some kind of redundancy against crits or the crit table needs to be rewritten.
Some examples:
*-1AD should be for 1 weapon system. Smaller ships with 2 weapon arrays will be impacted more then big ships with 10 total weapon arrays.
*No DC/No SA should go away or bigger ships with more crew should be able to repair multiple crits and perform multiple SA per turn and change the wording to -1 SA or -1 DC roll(separate from the -1 to DC)
*Vitals should just be repairable (like a DC 10 check mentioned elsewhere)
Personally if the first two were used the last one may even be unnecessary. If you say Patrol - Raid get 1 DC check, battle 2, War 3 and Armageddon 4 then if the Raid and belows get a permanent -1 DC roll they are hurting but a Battle level would need a couple permanent one to knock it offline completely. Maybe even give the Armageddon ship a chance to burn all 4 DC rolls and they can repair a crit suffered that turn (the repair crew converged on one problem to fix it faster) noting that if it suffers even one -1DC roll it will be unable to use this ability. Just some ideas.
And Battle(or maybe War) and above should just get 2 SA, I mean really, you have a large crew you mean to tell me the weapon crew can't CAF while the pilots attempt an APTE or Come about? How hard is it for the captain to say.
"Gunnery officers concentrate all fire on that G'Vrahn, helmsman come about to heading x'y'z'."
It would take like 3 seconds. And given that Sheridan seemed to be able to give 5 minute speeches in the middle of battle and not be affected(man did he love to talk, not that there is anything wrong with that) I don't think 3 seconds is asking too much. And beside it might be kind of amusing seeing them succeed on the CAF but fail the Come about check. So your front heavy ship has a 4AD side gun concentrated on the G'Vrahn....thats impressive. Maybe add a difficulty to it. If it requires a roll the second action is one higher difficulty, automatic SA go first. If both are automatic first one succeeds second one requires a CQ 7 check or something.
If you concerned about abusing SA well the problem ones can be exclusive (CBD would require crew stepping away from stations to secure the ship and thus be unable to perform another SA while doing it for example) and all other would need to follow the same rules as currently (no APTE and Come about as they have conflicting requirements).