Marco Raimeous said:I know the rules don't work this way but wouldn't it make more sense that a ship would not shoot at what it cannot see? Point is that the weapon used to shoot at the undetected vescle is now wasted.
For instance, if I can't see a one Minbari ship but can see another, I would shoot at the one I can see and not waste a weapon shooting at empty space?
So in game application, a ship could role for all ships with stealth it can shoot at and can only shoot at the ones it sees, thus not wasting weapons fire.
I don't think I really explained it very well but hopefully you get thte idea
LaranosTZ said:I would just like it per-weapon system.
The stealth systems don't work like that. It's not that you "can't see" the target. It's that you think you can see the target, somewhere else. So you fire your weapons at an empty piece of space.Marco Raimeous said:I know the rules don't work this way but wouldn't it make more sense that a ship would not shoot at what it cannot see?
Well it wouldn't actually make any difference... each weapon would still have the same chances of making or failing the stealth roll. So the average damage you take, would be the same. Only difference would be, you'd get a lower standard deviation, meaning you'd get closer to the average. Less "all or nothing" than currently.KennyBoy said:If ships got to roll per weapon system, the Minbari would get humped a lot more times than not! They have Stealth as their main defense because, on the whole, they are pretty fragile... being seen by even a second (or even a third in some cases) weapon system can be disasterous! 8)
KennyBoy said:They have Stealth as their main defense because, on the whole, they are pretty fragile... being seen by even a second (or even a third in some cases) weapon system can be disasterous! 8)
Oh yeah, good point, didn't think of thatKennyBoy said:It would increase the number of opportunitys that a ship has to see/target the Minbari, which increases the chances of +1 for being seen = more chance of subsequent ships/weapon systems being able to see the poor boneheads! 8)
Stealth seems too powerful, when you're new to the game. As you get experienced, it becomes much less of a problem.akenatum said:while still being the same for the first ship regarding the roll needed this helps later things which kind of needs to be don anyway, stealth is just a little too powerfull espically when you all stop and nuke stuff till they come close.
Burger said:Stealth seems too powerful, when you're new to the game. As you get experienced, it becomes much less of a problem.akenatum said:while still being the same for the first ship regarding the roll needed this helps later things which kind of needs to be don anyway, stealth is just a little too powerfull espically when you all stop and nuke stuff till they come close.
Usually when I fight Hash, my Sharlin starts at 5+, goes down to 4+ because he is Shadows, down to 3+ because he can easily get within 8", down to 2+ because he has lots of scouts, and down to "automatic pass" once one of his scouts has hit me. Tell me that is too powerful? What can I do to prevent him doing that?
5 games undefeted with my 5 sharlin varient fleet... and only in one of those games with the odds against me did I even get close to lossing one of my ships....
regarding shadows it might have been dumb luck but i frequently managed to get physical disruption on them espically the much smaller ships, if not outright fry them with my salvos, and the nail hordes tend to mop them up fast too... spose i just haven't had the right kind of fights yet, but it still seems a little strong... at least regarding the minbari and some of the firepower there..