Redundancy - what happened?

I think it needs a CQ check , don't really like the idea of automatically fixing it. Gives Crew Quality a bigger bearing on the game. On the CQ thing shouldn't it effect Troops as well. Elite troops should be able to board/defend ships easier. Have them kill on 3+, Vets 4+, Mil 5+ and Green and below on 6's.
Back to redundancy it also should be a racial as well as a ship size thing for the number of redundant systems. The more complicated the ship the less redundant systems.
 
Generally from what I've seen, aside from Patrol Level, the ships are all pretty balanced damagewise and if criticals didn't exist then most ships would be even. This leaves you with the issue of "lucky criticals". Over a large enough fleet this tends to very much even out but in small fleets it's much more hit or miss (a bit like stealth really).

I'm actually not fussed about this one way or the other but seems interesting and is a different way of looking at the problem.
 
I've already said I disagree with the CQ check so I won't say it again.

The root of the problem is the Critical Hit table on Big ships. If we had different crit tables for different ships that would be another way to fix it. But that sounds like a huge hassle (but may appear in V2). This idea is simpler for the current system. I think its elegant and fair. An Armageddon ship should be tougher than a Patrol Boat. This just gets them closer to their space station brothers.
 
animus said:
I've already said I disagree with the CQ check so I won't say it again.
Another idea would be to use a SA, Automatic, to enable the secondary system (and automatically remove a crit effect).
The root of the problem is the Critical Hit table on Big ships. If we had different crit tables for different ships that would be another way to fix it. But that sounds like a huge hassle (but may appear in V2).
No-one has even suggested it yet. I'd be dead set against it. Too many tables would change the game, as would too many modifiers...
Target said:
I think it needs a CQ check , don't really like the idea of automatically fixing it. Gives Crew Quality a bigger bearing on the game. On the CQ thing shouldn't it effect Troops as well. Elite troops should be able to board/defend ships easier. Have them kill on 3+, Vets 4+, Mil 5+ and Green and below on 6's.
Back to redundancy it also should be a racial as well as a ship size thing for the number of redundant systems. The more complicated the ship the less redundant systems.
...just like that.

Wulf
 
animus said:
Balance is the reason for the change.
And yet would be the biggest issue it creates...
What I really like it about it is that it's not race specific, but PL specific. I think it will work.
You mean you think it WOULD work. Saying it WILL work assumes it's going to be adopted. So far, it's not.

Wulf
 
Wulf Corbett said:
animus said:
Balance is the reason for the change.
And yet would be the biggest issue it creates...
What I really like it about it is that it's not race specific, but PL specific. I think it will work.
You mean you think it WOULD work. Saying it WILL work assumes it's going to be adopted. So far, it's not.

Wulf

A grammarian :D

I think it will work in any context. :lol: "Work" here means it will encourage people to choose the big ships they want to take but are afraid to because of the critical hit threat. (that was an awkward sentence, but I think you get the drift). :oops:
 
I went for race should have some bearing on it as some races will build more reduntant systems into their ships, might be cheaper than interceptors/ stealth.
By complicated i meant Ships with lots of eg JP, AJP, Stealth, Flight Comp, Scout probably don't have room for redundant systems.
 
Wulf Corbett said:
animus said:
Balance is the reason for the change.
And yet would be the biggest issue it creates...


Yes, balance. What will hapen with adaptive armor, GEG, self repair??? Ad to it redundancy?? I like the idea, but there will be balance issues!

Arcadia
 
See, I really like this idea as a balancing factor to compensate somewhat for the luck factor. It really does make the tougher ships reflect their sturdier build, and so makes your opponent really push hard if they want to inflict serious damage to the ship.

I think this is also cool, because it allows you to add balance another way....bonus redundancy points. People have been questioning in other threads why certain ships have been promoted to new battle levels (especially EA armageddon ships) when their up-stat doesn't really appear to compare evenly to other armageddon level ships. Well, maybe they have fewer guns, but more built-in bulkheads and repair systems, so they can take more of a beating even though they have fewer guns.

This would also be appropriate for other races as well, as fluff-wise they have always stated that certain races (most notably the gaim and the pak'ma'ra, (which don't have fleets yet,)) deliberately build in more redundant systems and protection for their crews.
 
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