Putting it all together(variant ACTA rules).

Celisasu

Mongoose
Haven't been around for awhile but while I was away we've been toying around with a bunch of different ideas relating to ACTA. Some of them ideas that people on this forum have suggested. Others are things that we tried out. Some we liked, some we didn't. Anyways where in the past people have often tried one or two rules, we've been trying them out as a group, the idea being to see how they work as a whole. Some we kept, some we discarded, some we've been tweaking, and so on. Note that none of us ever got to read P&P so these are changes to ACTA 2nd Edition rules. I've got them listed by a couple of standards.

Definate: We're very happy with these rules. We'd definately add them to the core rules.

Probable: We really like these rules but feel they need a bit more playtesting.

Possible: These rules have things about them we like, but there are definate flaws to them. Usually it's something we like but we felt added either unnecessary complexity to the game or broke something balance wise.

Sucks: We hated them.

Flavor: These rules are more about flavor than anything else. They aren't meant for one off games but if you're planning on doing a campaign set in a specific era and you're trying to really make it feel like that era they're of use.

Random Stuff: Not so much rules as thoughts that popped up while we were toying with everything else. :D

Definate:

Redundancy: We've tried a couple of versions that people mentioned awhile back for this and we've decided that we like the version which automatically negates one critical per point of redundancy(and lowers the score each time this happens). The trait itself can be the one you chose to repair during damage control although you can only restore one point at a time unless you use the All Hands To Deck! special action. We've defaulted to Redundancy 1 for Raid, Redundancy 2 for Battle, 3 for War, and 4 for Armageddon although the exact number can vary ship by ship. For example even though it's Raid we've tried Redundancy two and three on the T'Loth while for War we've tried lowering the G'Vrahn's rating to only two or one.

Weak: Instead of -1 to attacks, we've tried this as a trait that makes it so the weapon can't score criticals. It's a little thing but we like it better than how Weak is currently handled.

Boresite as a trait rather than arc. Boresite is now a positive trait rather than a negative arc. A weapon with a Forward or Aft arc can have the Boresite trait which gives +2AD to the weapon if you manage to line it up.

Probable:

Removing crew quality. This was something we experimented with as a method of speeding up the game. We needed to tweak some of the special actions as well as things such as how you approach debris but overall we've been rather happy without crew quality checks.

Advanced Interceptors. We've been trying two versions of them. One treats them like normal interceptors except instead of only keeping the last die you can hang onto as many as the rating has. Another version we tried was having it so the number you have to roll never increases but the dropping down to one die can still happen. Overall we think we like the first version better although the second version is simpler.

Change to how beams are handled. We've tried a few versions but ultimately we rather like the idea of:

1 or 2: Miss
3 or 4: One hit
5: Two hits
6: Three hits

No constant rerolls. This gives us a smoother curve on how much damage is done. You're less likely to get a complete miss but you're also less likely to get 20 hits or the like.


Possible:

Escort: We've tried out escorts as being able to hand out both Antifighter and Interceptors(basically everyone has the equivalent of the Centauri Guardian Array).

Advanced Antifighter: Instead of +1 to hit we've been trying it as Advanced Antifighter has a 4" range rather than a 2" range. Same chance of hitting, but Advanced Antifighter can threaten bombers who used to hide outside of the original's range.

Moving fighters into regular Initiative: We actually really like this rule. The big problem we've hit with it is that it makes things more complex which is why it's not definate. In specific the problem is that it forces you to keep track of what ships each fighter squadron is associated with or what wing. The idea is that each complete wing moves or when you move their carrier, all fighters associated with that carrier move and fire. We like it, but as noted the problem is that it requires you to keep track of potentially a ton of fighters which is why it's only listed as possible.

Admirals as ships: The idea here is rather than an admiral automatically being a FAP that can be added to whatever he wants(leading to someone figuring the best way to abuse the ability by figuring out exactly what ship gives the most bang for the Admiral's buck) the Admiral and his ship is always a Unique vessel with it's own modified stats and special rules.

Points: We've been experimenting with a point system rather than the FAP system. Granted that the FAP system is a point system, just with specific values, but in this case we've been trying a more traditional point approach with more than eight values(twofer, patrol, skirmish, raid, battle, war, armageddon, ancient in case you're wondering what I mean by the eight values of current ACTA). Honestly I like it a lot, the only reason I have it listed as possible is I know this is despised by a lot of the ACTA community. I've honestly been thinking of designing ships with different stats under both system so both groups can be happy.

Sucks:

Individual ship initiative: This was an experiment to get around initiative sinks. Ships had their own initiative that you added your fleet bonus to and things moved in the order of lowest to highest with ships of the same initiative moving one player at a time until they all moved. Tried it with some arbitrary values as a thought experiment, it was way too complex and slowed stuff down, we didn't touch it again.


Flavor:

Fleet composition limits: As opposed to balance reasons that people did in the past as suggestions for limits on ships like the Sag and it's missle spam or Dag'Kar and it's E-Mine spam and so on at various points, this is designed more to make sure fleets have a proper feel. One example was when we were toying with a varient Possedion in an Early Years EA fleet. The flavor text that Mongoose had about it suggested that two existed in the early years but were blown up. As a flavor rule we decided that there were two of them, but you could only ever have one in your fleet(a sort of variation of Unique but in a Campaign you could theoretically have two overall, just in different locations) and they could never participate in anything below a War level engagement as the EA would not risk their most advanced ship. Basically we had three traits to represent this.

Rare: This ship isn't unique but there's never more than one per fleet due to limited availability.

Priority Limit X: This ship will only participate in engagements of this priority or higher as the government won't throw such a vital resource into something of lesser importance.

Uncommen: This ship can not take up more than 1/4 of your FAPs or points(depending on whether you're using a point or FAP system). This is either due to the ship not being produced in mass numbers or generally only being assigned in a support role or who's manufacturing is just being started or who are currently being retired.


Random Stuff:

Star Trek: Yeah, we statted out some Trek ships. Horribly imbalanced at this point(we used micromachines for our ships). But there's definate potential. Still it was awesome taking the Enterprise-A with Kirk on it(normal Constitutions were roughly Skirmish level, A with Kirk in charge was designed as a Raid level ship, this was done point based so it doesn't quite work with FAPs, just that base Constitutions came out as strong skirmish vessels roughly while Enterprise A was roughly equivalent to a weak Raid ship).

Star Wars: As per Star Trek we statted out some ships. Things were even more out of whack than with the Trek ships, but once again there's potential.
 
I like your anti fighter, weak & escort ideas.
Redundancy is a must.
I reckon Intenstify defensive should give ships with out interceptors the depleted interceptors rule eg 1 in 6 chance but only in arcs they have firepower.
Points would be awesome, i seen some in another b5 forum somewhere.
I would like to see the crew score only hit crits are done. Doing hull & crew damage takes up a lot of time cause they are different numbers. Isn't the hull meant to protect the crew.

Fighters are pathetically slow. They are meant to be zooming out in front & clashing with each others fighter screens before a lot firing is done. Just like in the show. They reguarally zoom past whitestars. It really gets to me that ships in your fleet are faster than them.
I would also like to see the crits they can do be limited to what class they are. So heavy ones can punch through like ship weapons.
 
Hmm....true, some of the escort ships probably need a small speed decrease and some fighters a speed boost just for flavor reasons. It is odd that some fighters are slower than capital ships, even capital ships that are not White Stars. We never really thought about it. Probably something to toy with later. We've been focusing more on rules than stats at this point figuring once we're happy with the rules we can try stat everything under them as a combined whole.


Hmm....I never really thought about it, but bringing up crew puts another idea in my head. I wonder if we dropped crew scores entirely and treated damage as a combination of crew/hull instead what would happen? It would speed up the game keeping track of only one damage score rather than two. Obviously some ships would have to have their stat lines changed a great deal(the idea behind the White Star for example seems to be to knock out it's crew before you take out the ship itself) but it could potentially speed up the game some more without damaging the flavor of it at all, the same idea behind dropping crew quality and making all Special Action checks automatic.
 
I just remembered something else we tried. One experiment was trying to make Minbari less annoying to fight. Whiffing on Stealth can drive people crazy. With this we changed Stealth so that instead of not shooting you halved your AD, rounding down(so a weapon with 1AD still wouldn't fire). Under this version some Minbari ships probably need a boost to either hull or damage as they're going to get hit more, but it enables the Minbari's opponent to at least do something other than "I failed to break stealth, I sit here and get shot at".
 
Celisasu said:
I just remembered something else we tried. One experiment was trying to make Minbari less annoying to fight. Whiffing on Stealth can drive people crazy. With this we changed Stealth so that instead of not shooting you halved your AD, rounding down(so a weapon with 1AD still wouldn't fire). Under this version some Minbari ships probably need a boost to either hull or damage as they're going to get hit more, but it enables the Minbari's opponent to at least do something other than "I failed to break stealth, I sit here and get shot at".
I'd even say you can't crit if you don't break stealth. It would change all the Minbari stats so probably would be too hard to do.
 
One idea I had was, roll to hit normally, but for each hit roll stealth. Anything that makes the stealth check rolls for damage normally. It gives you that shotgun effect you could see from a ship like the nova, just shooting blindly into space. You at least have a chance of getting some hits instead of the all or nothing that stealth is now.
 
sidewinder said:
One idea I had was, roll to hit normally, but for each hit roll stealth. Anything that makes the stealth check rolls for damage normally. It gives you that shotgun effect you could see from a ship like the nova, just shooting blindly into space. You at least have a chance of getting some hits instead of the all or nothing that stealth is now.
Then stealth is simply Dodge renamed, with modifiers.
 
Redundancy: not far off what P&P has as an optional rule. But it doesn't make Redundancy into a trait which can be lost and repaired, and it's strictly based on PL. The whole point is to make higher PL ships more worthwhile.

Boresight: I'd have something similar but more severe. A boresight weapon can fire to forward (or aft) arc, at half AD, rounded down. For example, an Omega has a laser cannon on each side of the bow; either can fire up to 45 degrees to the side, so between them they cover the whole forward arc, but they can only both fire at the same target if it is right on the boresight.

Automatic CQ checks: a really bad idea unless you have some other way to restrict difficult actions such as damage control or ramming.

Beams: the suggested system is very similar to Burger's Beam System, but that only has one hit on a roll of 5. The reason is that the original system, and all optional systems which were proposed on the forum, made official in S&P issue 64 and reprinted in P&P, have the feature that on average they score 1 hit per AD. The system suggested here scores on average 7 hits out of 6AD, making beams more powerful.

Escort, Stealth: giving the Centauri special ability to everyone and weakening the Minbari special ability might be a good idea if the intended end result is to give everyone the same abilities, but a bad idea if you want to preserve different races' individuality. Anyway, stealth can be overcome by a combination of scouting and closing range, and once stealth is broken, Minbari ships are less tough than others. Alternatively, if you really want to annoy a Minbari player, take Gaim. :D
 
Moving fighters into regular Initiative: We actually really like this rule. The big problem we've hit with it is that it makes things more complex which is why it's not definate. In specific the problem is that it forces you to keep track of what ships each fighter squadron is associated with or what wing. The idea is that each complete wing moves or when you move their carrier, all fighters associated with that carrier move and fire. We like it, but as noted the problem is that it requires you to keep track of potentially a ton of fighters which is why it's only listed as possible.

The easy way to fix this requires a new counter sheet for fighters, that is two sided. each fighter needs a letter or number based on quadron size (for example, 4 starfury counters that have an "A" on both sides).
On one side the background is black, the other is white.

The letters will help you keep squadrons straight, and the two sides will allow you to track which ones have moved and which ones haven't. Just flip the counter each turn after it has moved.

However, I still to this day believe that the better option isn't just to have fighters move in the turn (rahter than their own phase) but to have an equal number of steps back and forth based on priority levels. If its a 5 point raid game, then there are 5 activations. Buying up (Battle at Raid PL) then moving that ship counts as two activations or whatever, and the other player must move the same. They don't have to be squadrons, but squadrons should be purchased come from the same FAP.

shooting and combat is done the same way.

As a side effect, this will also speed up the game greatly. Right now, there's a LOT of time eaten up during play in moving one ship at a time, which can get boring, and lame. If you've ever fought raiders, Drazi, or the hermes fleet from hell, you know what I'm talking about.

Chernobyl
 
Chernobyl said:
however, I still to this day believe that the better option isn't just to have fighters move in the turn (rahter than their own phase) but to have an equal number of steps back and forth based on priority levels. If its a 5 point raid game, then there are 5 activations. Buying up (Battle at Raid PL) then moving that ship counts as two activations or whatever, and the other player must move the same. They don't have to be squadrons, but squadrons should be purchased come from the same FAP.

shooting and combat is done the same way.

As a side effect, this will also speed up the game greatly. Right now, there's a LOT of time eaten up during play in moving one ship at a time, which can get boring, and lame. If you've ever fought raiders, Drazi, or the hermes fleet from hell, you know what I'm talking about.

Chernobyl

We have been doing something similar, playing with 5 or less units of movement, varied to suit the amounts of ships on the table, for a while now. It works quite well. Although we only apply it to movement, not shooting.
 
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