two new shield traits, potential power drain idea

JohnDW

Mongoose
So I keep hearing that SFB/FC, the games ACTA:SF is loosly based on, has 6 different arcs of shields for their ships, many ships have different values for different arcs, and that usually the 'side' shields were used as an average value to give ships in ACTA:SF for the abstracted 'all round' shield value. Then of course klingons were given their 'half damage' shield rule which seems to be based on making them a little different in ACTA:SF rather than much of anything special in SFB/FC, and there has been much complaining.

Everyone and their mum has some idea or another on how to change this, so I thought I'd just introduce my two shield trait ideas, I don't know if they exist in any other ACTA game, but they seem simple enough to add some vercitility, tactics, and variety, given some tweeking past what I have written down.


ship traits:
Reinforced Shields (Arc, #)
A ship with the reinforce shields trait has increased shield density in the arc listed in the ship entry. A ship taking damage to its shields from the listed arc, will reduce the total damage from each attacking ship by the number listed for #.
Example. A klingon D6 has the trait "Reinforced Shields(F,1)", it then takes 7 points of damage to its shield from an attacking ship in the Front arc, taking a reduced 6 points total.

Weak Shields(Arc, #)
A ship with the weak shields trait has barely enough shield emitters to keep the rest of the ship protected, and has to sacrifice some shield in some areas in order to do so. A ship will have weaker shields in the listed arc, and any time it takes damage to its shields from that arc, it will take increased damage by the listed number for #.
Example.A klingon D6 has the trait "Weak Shields(A,1)", it then takes 4 points of damage to its shields from an attackin ship in its Aft arc, with the trait applied it will take 5 points total.

I would also like to suggest that an additional power drain effect would be to give the ship the "Weak Shields(Any, 1)" trait for the turn of the special action, where the player could choose which of the 4 arcs to give the ship the weak shields trait.

In the examples I just chose a D6, and the value 1. I think these traits could be applied to every ship in every fleet if we wanted them to. But you'd need a lot of work in balancing the values and arcs given. In the short term, I think it could be done to the klingons and Kestrel ships only (after maybe increasing their total shields a little bit to compensate for not having the 1/2 shield rule any more), but even the federation and gorn have variable shield strengths that I hear about.
 
Be aware that the those rules don't fit in with the rules as written very well and may have unintended side effects, an attack is a per weapon system, not ship. If attack with my Fed CA I make 3 attacks with 3 phaser banks of 2 each.

If you reduce by 'attack' then it is insanely powerful. If you reduce by ship then you make splitting attacks almost a non option, as each ship you attack reduces your damage further, it also makes ships more powerful the more attackers there are - that could also make many small ships a non starter, you may well see an emphasis to big ships to reduce the effect of such shielding if it is by ship rather than weapon system.

The opposite happens the other way around, with weaker shields. It suddenly becomes potentially OP to split my fire, as every different target adds damage that I wouldn't otherwise score etc.

I think you introduce unneeded complication with those rules.

I don't understand the weak shields on power drain, Why? I boost shields and get a weaker shield. I choose to go faster and get weaker shield? in FC (which you imply you are trying to recreate) you never get weaker shields for using your power for speed, or weapons, overloads etc.

Trying to simulate the effect of the very minor differences in shield arcs that you get in FC really doesn't translate to ACTA. The effect of such differences at a fleet level game just are not relevant. The only ships where they may have made a difference were the old klingon ships where the difference was very noticeable.
 
storeylf said:
Be aware that the those rules don't fit in with the rules as written very well and may have unintended side effects, an attack is a per weapon system, not ship. If attack with my Fed CA I make 3 attacks with 3 phaser banks of 2 each.

If you reduce by 'attack' then it is insanely powerful. If you reduce by ship then you make splitting attacks almost a non option, as each ship you attack reduces your damage further, it also makes ships more powerful the more attackers there are - that could also make many small ships a non starter, you may well see an emphasis to big ships to reduce the effect of such shielding if it is by ship rather than weapon system.

Yes, it was not intended 'per weapon system', the way our group thinks is that you declare all weapon systems being used to target one ship, and this counts as 'one attack. So similar to how you don't round down the damage from each individual weapon system against klingon shields as they currently work, you would not knock off damage from each individual weapon system, the wording might need tweaked but I think you understand my idea?

storeylf said:
The opposite happens the other way around, with weaker shields. It suddenly becomes potentially OP to split my fire, as every different target adds damage that I wouldn't otherwise score etc.
If you shoot someone in their weak shields in FC, you will knock them down faster and hit the hull sooner, so I don't see what the problem is with purposefully targeting your enemies weak spot. And this would be the same as reinforced shield, it would not apply to each weapon system individually, just the total damage from all weapon systems from one attacking ship.

storeylf said:
I think you introduce unneeded complication with those rules.

I don't understand the weak shields on power drain, Why? I boost shields and get a weaker shield. I choose to go faster and get weaker shield? in FC (which you imply you are trying to recreate) you never get weaker shields for using your power for speed, or weapons, overloads etc.
The power drain is because you're willing to drain power that is needed to maintain your shields in order to boost power to other systems. In your example I think it would be plausable to boost shields while weakening a section of your shields in order to boost the rest
storeylf said:
Trying to simulate the effect of the very minor differences in shield arcs that you get in FC really doesn't translate to ACTA. The effect of such differences at a fleet level game just are not relevant. The only ships where they may have made a difference were the old klingon ships where the difference was very noticeable.

I was just trying to make a system to replace the current klingon shield rules, which I don't think work well in the game as it is, I think my reinforced shield trait does a better job than just a flat out 1/2 (rounded down) damage.

I would prefer my system than the current one, but I would not mind just having the whole klingon shield thing taken out of the game entirely. On the other hand I don't think reinforced shields or weak shields is too complicated for a fleet scale engagement of up to 2000 points in the ACTA system, it could even be included in advanced rules to keep new players from touching it. It doesnt add very much book keeping, and isnt that hard to remember. What arc are you strong? what arc are you weak? how much reduced or extra damage?

Not every ship needs it reinforced or weak shields, but it is something to consider.
 
If you shoot someone in their weak shields in FC, you will knock them down faster and hit the hull sooner

At a fleet level (which is what ACTA is design around) this is way overblown, the difference between most ships is just a few points. It is the sort of thing that can be important in a single ship duel, but not a fleet level action. When fleets at close - mid range can do 200-300 damage then a 6 point difference in shield has no appreciable impact. Fleets in FC do not generally worry about maneuvering to fire at the rear of the enemy.

The power drain is because you're willing to drain power that is needed to maintain your shields in order to boost power to other systems. In your example I think it would be plausable to boost shields while weakening a section of your shields in order to boost the rest

This has no basis in FC what so ever. Your shields are always up at no cost. Even in SFB the shield cost was minor, and not comparable to a power drain.
 
Fair points, so maybe only weakness or reinforcement on ships where it really matters. I still like my power drain idea even if its not based in SFB or FC, it gives more options of risk vs reward.
 
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