Specialized Protections

phavoc

Emperor Mongoose
Is the design system getting too fragmented in regards to specialized protections? It used to be just armor. Now we have reflec, heat, ion, and probably a few more that I've missed or are in discussion.

I've never been one to shy away from introducing something new or that enhances the game, but maybe we are swinging TOO far out there? Would it be better to combine some protections together? So maybe something called 'active armor' provides enhanced protection against things like laser fire, fusion weapons and heat, but is effectively useless against tachyons, ions, etc - which are protected by 'energized armor'. Mesons should remain the purview of meson screens.

In theory one might layer both types of armor, but perhaps there should be an additional cost to accommodate the additional protection. The names are basic placeholders for the concepts. Something along these lines simplifies the design system, means there are less things to track on the ship sheet, and keeps the combat affair more streamlined without having to add up additional DM's.

Thoughts?
 
phavoc said:
Is the design system getting too fragmented in regards to specialized protections? It used to be just armor. Now we have reflec, heat, ion, and probably a few more that I've missed or are in discussion.

Well, Mongoose has had Reflec, Heat, Radiation, Meson Screens, Nuclear Dampers from the start that's nothing new in this edition.
 
From the Ion Weapons discussion:

msprange said:
Good suggestion, chaps, enacting your ideas for hardened systems.

I haven't had time to go through all of the tachyon weapon discussions to understand if there will be specialized protections against those as well. But that's kind of the point. As more special weapons are added, special defenses tend to get added as well.

AndrewW said:
Well, Mongoose has had Reflec, Heat, Radiation, Meson Screens, Nuclear Dampers from the start that's nothing new in this edition.

Ion weapons are new. Tachyon weapons are new. Removing meson turrets, barbettes and bays is not totally new, but a big change. Point defense batteries are new. There are many new and changed considerations to be accounted for.
 
personally I like having lots of toys to lay with. At least in my own games. For published work I am going to have to stay to the list of Canon systems, but for fun and games around the table at home I like the idea of having advanced options.

If they get to be too much for a player or Ref..then they can be ignored. Tailoring the tech in a setting is always an option. No one says you have to use Tachyon/ion weapons if you don't want them.

If a ship in published materiel has a system you don't want the just pencil through it and swap it out for something you like better. As long as tonnage, power, and costs balance out your fine....as long as you keep it consistent inside your own Setting.
 
Yeah - the more options the better in my opinion. Simplicity gets boring quick I find and ends up with a very simple and obvious "take on all comers approach".

If we can reference battletech as an example, looking at pre-3050 options, there were very cookie cutter min-maxed options that were obvious choices. It was just Sledgehammer - no rock, paper scissors.

With the introduction of a LOT of new armour types, weapon types, special effects and weapons... you now have a varied environment thats like Rock, paper, scissors, spock, conan, ISO27002, jelly beans and body-wash etc....

The important thing here is meaningful choices, not "traps" (traps are akin to useless feats in DnD 3.0 - great on paper to make you say oh cool! options! but still having only really one or two real options).
 
Nerhesi said:
Yeah - the more options the better in my opinion. Simplicity gets boring quick I find and ends up with a very simple and obvious "take on all comers approach".

If we can reference battletech as an example, looking at pre-3050 options, there were very cookie cutter min-maxed options that were obvious choices. It was just Sledgehammer - no rock, paper scissors.

With the introduction of a LOT of new armour types, weapon types, special effects and weapons... you now have a varied environment thats like Rock, paper, scissors, spock, conan, ISO27002, jelly beans and body-wash etc....

The important thing here is meaningful choices, not "traps" (traps are akin to useless feats in DnD 3.0 - great on paper to make you say oh cool! options! but still having only really one or two real options).
Oh yeah I've seen those systems in some games. A system that looks good on paper but in use they are just wasted space and credits.
 
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