Matt, would you please change the critical hit results chart a little? The changes I am referring to are the results (Impulse and/or Dilithium Hits) that reduce speed. The current results work fine if you have a ship that goes speed 12. They don't work so well with units that have the Slow trait.
A regular warship takes for example, 2 Impulse hits. It goes from 12 to 8. A slow unit goes from 8 to 8 - no reduction in speed). Upon the 4th hit, they go adrift, just like a warship. This progression makes little sense to me since civilian ships probably have less redundancy/robustness in their systems versus a warship. It also makes it very difficult to slow down a unit with the Slow trait (freighters mainly), whereas it's easy to slow down a regular warship to that same level.
This also impacts Fast ships, in that they go from 14 to 12 to 10, then upon the 4th Impulse hit, to adrift.
Would you possibly consider changing the Critical Hit results to read -2 from maximum speed, -4 from maximum speed, no change, adrift? Same with Dilithium hits that reduce speed, change them from speed reduced to X, to - X from maximum speed?
Thoughts, anyone?
A regular warship takes for example, 2 Impulse hits. It goes from 12 to 8. A slow unit goes from 8 to 8 - no reduction in speed). Upon the 4th hit, they go adrift, just like a warship. This progression makes little sense to me since civilian ships probably have less redundancy/robustness in their systems versus a warship. It also makes it very difficult to slow down a unit with the Slow trait (freighters mainly), whereas it's easy to slow down a regular warship to that same level.
This also impacts Fast ships, in that they go from 14 to 12 to 10, then upon the 4th Impulse hit, to adrift.
Would you possibly consider changing the Critical Hit results to read -2 from maximum speed, -4 from maximum speed, no change, adrift? Same with Dilithium hits that reduce speed, change them from speed reduced to X, to - X from maximum speed?
Thoughts, anyone?