Redundancy

katadder said:
if you were to go with this then use the way of the ancients- ie you have to have the crit for a round but then you can auto repair it at the next end phase. the only differance is that the younger races have a limited amount of redundancy compared to the ancients and certainly wouldnt be able to rerout systems any quicker than these immortal beings that have lived with their ships for millenia. this way its not a new rule, just an expansion of an existing one.

That is an interesting point.

Maybe for the Younger Races it should be auto-repair in two turns though.
 
If you are waiting two additional turns for your primary ship to come back online you have vioded the purpose of the trait. Most fights are effectively over in about five turns around here.

Agree that 'Bulk' more properly reflects what we're talking about as far as ignoring a number of crits based on sheer size/toughness (PL) of a ship.

I still like the Raid 1, Battle 1, War 2, Arm. 2, Ancient ?

Ripple
 
Ripple said:
If you are waiting two additional turns for your primary ship to come back online you have vioded the purpose of the trait. Most fights are effectively over in about five turns around here.

Well what about not having to wait a full turn before attempting t ofix the damage AND if it hasn't been fixed it is auto-repaired on the second turn.
 
Ripple said:
If you are waiting two additional turns for your primary ship to come back online you have vioded the purpose of the trait. Most fights are effectively over in about five turns around here.

Agree that 'Bulk' more properly reflects what we're talking about as far as ignoring a number of crits based on sheer size/toughness (PL) of a ship.

I still like the Raid 1, Battle 1, War 2, Arm. 2, Ancient ?

Ripple
But the reverse also defeats the pupose of having crits there in the first place - they can do some harm! With the delay being the same as the Ancients, aside from keeping the rules simple by not introducing another rule, it still allows the ship to be repaired, missing only one turn of function (be honest, how often do you wait to fire your big ships until after they've been fired upon?) Anyway, it seems to me that the biggest problem with criticals is the 4-6 critical rather than any other effect in particular. Reduce the effectiveness of this critical on big ships and most of the problems go away.
 
Have to disagree...

First I often wait to fire my big ship, instead firing ships that are in danger of blowing up if not fired right awas.

Second its not just the 4-6, that particular crit is truely worse than others only on the second (or with most big ships third to fifth) turn when your in the middle of the brawl. The two lose an arc ones are just as bad (if its your bore/front), as is the no movement one for boresighters, or the 4+ to fire one half the time. And after one experience with a triple damage weapon hitting an Avioki and blowing it up in one shot...well there you go, sounds like a large part of the crit chart can be an issue.

As to the reverse defeating the purpose of crits in the first place, that not accurate. This system does not remove crits from the game as a concept, it slows their effect on large ships by frankly a minimal amount. It buys you a turn maybe two for the really big boys, if you are under any concentrated fire. And as you say how often do you not concentrate fire on the enemy big boys? (I am being sarcastic here as there are good reasons to go for small fry first.)

Not saying there are not issues with the idea...specifically races that depend on not being hit benefit more, precise races suffer some, etc.

Ripple
 
Ripple said:
Have to disagree...

First I often wait to fire my big ship, instead firing ships that are in danger of blowing up if not fired right awas.

Second its not just the 4-6, that particular crit is truely worse than others only on the second (or with most big ships third to fifth) turn when your in the middle of the brawl. The two lose an arc ones are just as bad (if its your bore/front), as is the no movement one for boresighters, or the 4+ to fire one half the time. And after one experience with a triple damage weapon hitting an Avioki and blowing it up in one shot...well there you go, sounds like a large part of the crit chart can be an issue.

As to the reverse defeating the purpose of crits in the first place, that not accurate. This system does not remove crits from the game as a concept, it slows their effect on large ships by frankly a minimal amount. It buys you a turn maybe two for the really big boys, if you are under any concentrated fire. And as you say how often do you not concentrate fire on the enemy big boys? (I am being sarcastic here as there are good reasons to go for small fry first.)

Not saying there are not issues with the idea...specifically races that depend on not being hit benefit more, precise races suffer some, etc.

Ripple
Well, redundancy wouldn't stop the damage anyway if used as the rules currently stand and frankly, on large ships this isn't the problem in my experience most of the time (yes, sometimes huge hits happen as you've pointed out but I'm not at all concerned about really, really lucky shots). As for all of the other criticals you've pointed out - yes they hurt but each of them only does a 25-50% reduction in firepower on a large vessel and that I can easily live with.
 
like the redundancy aspect, too many times i have moved my octurian into secondaries range to have all wepons go off line.
would suggest that instead of an imediate systems online that they dont come online untill the start of the next turn.
Vital systems not applicable.
Who has'nt heard Kirk/Picard/janeway ect ect say when systems are down " Re rout thrugh secondary buffer relay and get those shields back up" ect ect
 
Back
Top