Lord David the Denied
Mongoose
For what? Cranky Englishmen? 

Burger said:Playtesting required of course but it seems that all the ship stats would be just fine as they are! Though the stealth on the Troligan would be worthless![]()
Lord David the Denied said:Why do you put "regards," at the end of every post? You don't sign them and obviously don't need so, so why bother? :?
READ: Baiting Cranky Englishmen.David said:Lord David the Denied said:Why do you put "regards," at the end of every post? You don't sign them and obviously don't need so, so why bother? :?
Well, since you asked, I do so as a sign of respect to all I share discussion with. Even when we disagree, I enjoy the exchange of information and as we all know, email/forum exhanges can be misread, misinterpreted and generate bad feelings. I chose to express my regard for all who take the time to share their thoughts with me.
Regards,![]()
Sulfurdown said:Edit: Troligan in an Asteroid Field (where it's hull would serve the best!) brings it to Stealth 5+. A little bit of Range or Run Silent thrown in and you've got a Stealth functioning Troligan!
ShopKeepJon said:It seems that this house rule is starting to get a bit complex (needing changes to hull, current stealth values, and only working against some weapon traits...).
Has anyone thought of just using stealth as a sort of super dodge. Allow a ship with stealth to roll a save (much like a dodge save) vs. all hits it takes.
If we're trying to keep the same probabilities as are currently in the game (more or less), then any system that substitutes for "stealth 5+" should prevent approximately 2/3 of all damage. So, Stealth 5+ would become a 3+ save (and Stealth 6+ would become a 2+ save, etc.) All current modifiers would apply "in reverse" with everything that your opponent does raising your stealth number and everything you do lowering it.
Nothing else would change. Nothing would need to be done to current ship stats. Everything that currently nullifies stealth would prevent the "stealth save." Anything that has both stealth and dodge would get to roll both. Since I think that this applies only to fighters, it shouldn't add too many rolls.
What do you all think?
ShopKeepJon
Lord David the Denied said:Want better stealth? Use to-hit and to-damage rolls like in VaS. I've said it before and I'll say it again. It represents the plethora of missed shots we see on screen and it's fairer on players facing stealthy fleets.
Burger said:New rules that keep at least most of the ship stats the same would be far preferable IMO. The suggestion does seem fine except for cases where the stealth score is lower than the hull. So maybe just give those ships a stealth boost? Troligan to Stealth 5+, Neshatan to 5+.
Interceptors are fairly random.Locutus9956 said:Anything that starts out with 'failed roll gives....' I consider frankly pointless. The whole reason I want stealth to change is precicely because having it depend in any way on a random roll is annoying and unecessary. Does adaptive armour depend on a random dice roll to see whether or not it works? No. Does sheilds? Why should stealth it should make a target harder to hit, plain and simple.
1. Work out modified Stealth Score.
2. If modified Stealth score is = or > Hull, your firing against stealth all weapons need this number to hit and dont benefit from precice. Beams still CONTINUE to hit on 4+ but dont get benefit of precice.
3. If Hull > modified stealth, stealth is 'beaten' and you are firing against hull. Work out target number as though stealth didn't exist. All such attacks benefit from precice etc normally.
Fighters in base contact, and other effects that ignore stealth (such as Emines, Jump point shockwaves, Exploding ships, Ramming and so on) roll as per 3.
All current stealth values (in the 2nd Ed Fleet list) are increased by 1 point.
I'm a little leery of bulk boosting all the stealth scores, especially a boost of the Troligan from 3+ to 5+. All it takes is an Asteroid field and your opponent has to jump through lots of hoops to have a prayer of a single hit and that would be drastically mitigated by the high hull or high stealth. Even more so the Leshath at 7+ which means you've got only two ways to attempt to reduce the stealth and at the same time it can cut the entirety of an opponent's stealth. It would make a fleet of Leshath very very deadly (not saying the B word). That 6+/7+ tipping point would need to be watched very carefully and balanced with all the ways to boost stealth and all the ways to reduce stealth (especially since at least one of the ways to reduce stealth requires you to be able to target it to begin with).Locutus9956 said:Burger said:New rules that keep at least most of the ship stats the same would be far preferable IMO. The suggestion does seem fine except for cases where the stealth score is lower than the hull. So maybe just give those ships a stealth boost? Troligan to Stealth 5+, Neshatan to 5+.
Well like I said, even without modifying hull, I think a flat +1 to stealth across the board might do it actually (and imo would work better for alot of other ships too)