Locutus9956
Mongoose
Sulfurdown said: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)
EDIT: The big reason I'd watch a stealth boost carefully is because as I understand your stealth modification - a modified Stealth of 7+ will mean the ship cannot be targeted. That is in keeping with the standard Stealth score but if it's all boosted then it's that much more likely that you're going to end up in a battle where the Minbari are cruising around and annihilating the opponent and the opponent is only able to score 1 in 10 hits. Also would be careful about how far you lower hull values since there still are automatic counters for Stealth like Fighter-Base-Contact and energy mines. Little increments and lots of testing.
I think your missing the point here a little mate...
Ok: Firstly theres basically only 3 ways to BOOST stealth in the game:
1) Hide in terrain - easily countered by simply staying away from said terrain and forcing the stealth ships to bring the fight to you.
2) Long range - as most people should know its actually bloody hard to stay at long range in ACTA most of the time (except for a few races like Vree and Shadows). Also its quite easy, even for slower rances like Narn and EA to close to the magic 8" short range if they plan their moves well. Sure some ships may be designed for long range combat, but if you take those vs a stealth opponent then thats your own fault

3) Run silent. Good for scouts and things like blockade run, but it wont win you battles since doing so means you CANT SHOOT.
You might think the minbari would be 'cruising around blowing stuff up having only 1/6 shots hit them but consider, that they will have the same actual damage and crew values as they do currently, and currently most of the time 2/3 of the time ships trying to shoot them cant fire AT ALL. Also bear in mind that all it takes is for one weapon to hit them and a ship to get to 8" in most cases and all of a sudden your actually basically shooting at a hull 4 ship. With full benefit of all your traits. And of course stealth can still be LOST.
Frankly I've considered the effect the increased stealth will have and as far as I can see it should work. Try it, I think youll find if anything the Minbari will need toughening up! Even the dreaded stealth 7 of the Leshath will only mean it can use its scout abilities from long range with imunity Remember a Leshath fleet may sound scary but it cant actually HIT YOU from the ranges where its going to be untargetable (and yes it can fire at 18" but, again all it takes is you closing to 8" or ANOTHER ship closing to 8" and shooting it once, or scout lock and suddenly its hitable (and remember the Leshath IS supposed to be basiclally the stealthiest thing in the galaxy (aside from the Ancient 'Dark Knife' (which is frankly SUPPOSED to be sick and wrong
