Playtest Rules 1.1 - Space Stations

Everyman

Mongoose
While reducing the AD of the heavy weapons was a step in the correct direction, these rules are still completely unbalanced. Just citing a few examples rather than the dozens of abuses that came to mind immediately.

If I was playing the Narn why would I not take a patrol level station with 4 AD of e-mines rather than a Sho'Kos/Kov? Why would I ever not take a raid level station with 12 AD of e-mines over a D'kar. The stations are turreted and more durable in both cases and mount more firepower. Why would I ever take a patrol choice of 5 frazi fighters over a patrol level station with 15 of them?
 
Because there can only ever be one Station, and your opponent might already have called dibs on it? Ah, the arguments there could be...

I really see these rules as more useful for the campaign system, where you are limited by the "map" as to if you can have a Station, and you do risk losing it.

Still no fix for the fact that every target will have a patrol station and can't be captured unless it's defeated, but only a handful of random circumstances can force it's use.

I'm also holding out for a system of targetting individual modules (they are after all bigger than some patrol vessels, definitely bigger than a fighter) to force them offline or make the opponent have to spend RR to fix them up after the battle...
 
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