Sulfurdown
Mongoose
Taran-
I'd buy that Stealth in the current usage includes slick surface coatings and angles in addition to active electronic countermeasures and I'd buy that in the setting those physical structures also play *some* roll, but then why wouldn't that +1 Stealth Breaker Bonus be permanent if the structural measures composed enough of the Stealth that it gives the bonus to begin with?
SKJ -
You're right about other ships knowing that a stealthed ship is there - just not being able to get a read on what it is or get a weapons lock.
I still would disagree with the "Thumper" analogy since a thumper uses the surrounding environment to build the image after an impact, not easy to do in a near void. Though you could think of it as a twisted echolocation provided you had your systems designed to do that kind of active analysis in the middle of combat. - I'd consider it if it was a scout. And if it's mentioned that this is the future where they've got all that super technology, then there could be just the same counter measures. So... to mechanical game balance.
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The real basis of my issues isn't with the auto-stealth-bypass. I get it. I just was looking for it to be spelled out in the rules like it does for dodge or interceptors and I got side tracked into trying to figure out how the game defines things as simple as an attack. (SKJ I think has it right about an energy mine automatically getting to hit stealthed ships but it takes a combination of the special rules for energy mines, stealth and adaptive armour... Sidebar: Eligible Targets states that in order to have a successful attack you need two things - the ship in the weapon arc and in the weapon range, says nothing about rolling dice. Make all the extra "non-delusional" assumptions you want.)
My issue is the automatic "I get Stealth Breaker Bonus". There are enough factions now that utilize energy mines (PMR, Gaim, Narn, any fleet that has access to those ships) and ships that have Stealth trait, that it is of some concern even if you aren't playing Minbari. The Drakh lost their +1 vs Stealth from 1st Edition because it was considered over powered. So why do the Gaim/PMR/Narn/Allies (who are theoretically lower tech) get it? That is purely a mechanical question about the game function.
I'd buy that Stealth in the current usage includes slick surface coatings and angles in addition to active electronic countermeasures and I'd buy that in the setting those physical structures also play *some* roll, but then why wouldn't that +1 Stealth Breaker Bonus be permanent if the structural measures composed enough of the Stealth that it gives the bonus to begin with?
SKJ -
You're right about other ships knowing that a stealthed ship is there - just not being able to get a read on what it is or get a weapons lock.
I still would disagree with the "Thumper" analogy since a thumper uses the surrounding environment to build the image after an impact, not easy to do in a near void. Though you could think of it as a twisted echolocation provided you had your systems designed to do that kind of active analysis in the middle of combat. - I'd consider it if it was a scout. And if it's mentioned that this is the future where they've got all that super technology, then there could be just the same counter measures. So... to mechanical game balance.
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The real basis of my issues isn't with the auto-stealth-bypass. I get it. I just was looking for it to be spelled out in the rules like it does for dodge or interceptors and I got side tracked into trying to figure out how the game defines things as simple as an attack. (SKJ I think has it right about an energy mine automatically getting to hit stealthed ships but it takes a combination of the special rules for energy mines, stealth and adaptive armour... Sidebar: Eligible Targets states that in order to have a successful attack you need two things - the ship in the weapon arc and in the weapon range, says nothing about rolling dice. Make all the extra "non-delusional" assumptions you want.)
My issue is the automatic "I get Stealth Breaker Bonus". There are enough factions now that utilize energy mines (PMR, Gaim, Narn, any fleet that has access to those ships) and ships that have Stealth trait, that it is of some concern even if you aren't playing Minbari. The Drakh lost their +1 vs Stealth from 1st Edition because it was considered over powered. So why do the Gaim/PMR/Narn/Allies (who are theoretically lower tech) get it? That is purely a mechanical question about the game function.