ShopKeepJon said:
This statement...
"For the last time, the whole fracking point is that stealth a failed stealth roll does not merely represent failing to lock on/see the enemy it represents your sensors being 'spoofed' by the stealth systems. In other words as far as the firing ship is concerned it thinks it DOES have a lock on. The lock on data is simply WRONG so the weapons hit a nice big chunk of space that they think contains a Sharlin when in fac the acutal ship is over there...."
... is not supported by the series at all. As of 2259 Earth Alliance couldn't get any kind of a weapons lock on Minbari ships. I don't remember the name of the episode, but a Minbari ship was "attacking" Babylon 5 and the station crew had a good weapons lock on the ship. It was stated unequivocally that the Earth Alliance had never, up that point, been able to achieve any kind of a lock on the Minbari. Since the weapons lock should have been impossible, it clued the captain in on the fact that something was not right...
It was made very clear that no lock at all was achievable...
Mind you, being completely unable to ever lock onto the Minbari would make for a pretty boring game, so I'm not advocating it...
Also, this doesn't help with the question of whether a slow loading weapon should be considered to have fired if it doesn't break stealth. I personally think that most ships, given the choice of firing without much hope of hitting or just letting the enemy kill them without firing a single shot back, would choose to fire anyway and hope for the best...
ShopKeepJon
No I know its not supported by the show which is why I have time and time again begged for the stealth mechanic to be changed.
BUT the rule as it states currently is quite clear. It even SAYS so (though its certainly possible they changed the wording in 2nd ed as I dont have my book with me), (again I dont have the exact wording to hand but its something along the lines of...)
If the roll is failed the fire is expended harmlessly on empty space
Now as you say a a game where you cant hit the opponent ever would be pretty dull which is why Ive always been in favour of a stealth mechanic closer to how B5Wars did it, namely that stealth ALWAYS worked but basically meant you always took the double range penalty for not having locked a target with your sensors.
Now obviously ACTA is a very different game and doesnt deal with sensors seperately and theres no 'range penalty' either (and the movement system is such that using range as a factor is frankly very difficult to implement well (if at all possible) but Id personally like to see it as a flat penalty to hit Minbari ships .
Again dont get me wrong, the current stealth mechanic as modified in 2nd ed, DOES actually work quite well now I must admit now Ive played with and against it a bit, but Id still favour something like this more:
Stealth: The stealth number is simply the number required to hit this ship. Beams, Mini Beams, AP and SAP have no effect, you must still roll the stealth number to hit. Twin linking and CAFing DOES apply. All current modifiers to stealth apply as normal (-1 at 8", fighters ignore in base contac (and fire at hull rating), +1 over 20", scout can lower by 1, Vorlons and Shadows count it as 1 lower etc etc) With beam weapons AD that hit and reroll only need their normal 4+ to CONTINUE to hit (only the initial AD are affected by the stealth rating
Now for this rule to work would of course require Minbari ships to be made signifigantly tougher in terms of actual hit points and crew and thresholds but I think it could work well. Oh and their actual HULL values would probably need dropping somewhat so that without their stealth theyre very easy to hit.
Also of note it is possible for the stealth rating once modifiers are applied to EXCEED 6, thus making the ship impossible to hit. For example, if we gave a Sharlin stealth 6, then at long range or mid range on silent running it would be immune to enemy fire (basically undetectable) but even at long range on silent running, if it was scout locked and another (closer) ship had alreay hit it, you would cancel out the +2 bonus with your -2 effect and thus still hit it on 6s....
Similarly, that same Sharlin, with stealth 6, at short range, scout locked, and having already been hit, shot at by shadows would be hit on a 2+.....
Thinking about it I would say that if the stealth target number is lower than the number you would need to hit if the stealth wasnt there then you use the hull number to target (for example if we gave that sharlin hull 4 then a normal weapon or a beam would still need to roll a 4 to hit even if the stealth rating was reduced to 2 or 3. But an SAP weapon would only need a 2 if stealth was reduced to 2. Basically you only roll against the stealth rating if it makes the shot HARDER, otherwise you are deemed to have effectively defeated the stealth system and are simply firing at the ship.