what abaout you?

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noobdelux

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darn this is a great game..

getting pounded each and every game, but damn so fun..

but my biggest itch with this game is that its so high tech and still "Ha i shot first so now your dead and cant shoot back" : P

i wonder how it would look like if you added the damage from end turn intead on the go...

so what do you think?
 
Lord David the Denied said:
That's what real war is like.

depends on the era that combat takes place in and it doesn`t tie in too well with most ships in the series unless you are Ancients, Shadows, Vorlons and to a certain extend Minbari.
 
It would be good but might be a bit awkward to keep track of. I guess you'd have to write down the damage done on a separate piece of paper, then apply it to your record sheets in the end phase. Not impossible, but adds hassle and slows down the game.
 
you add the damage anyway you just wouldnt be taking ships off the table and saying yep thats dead. before it even gets a chance.
 
this is an approach that Monty should have used in Market Garden.
yes yes, I know you blew that tank up, but it won't explode till after it's returned fire if thats ok chaps
 
skavendan said:
you add the damage anyway you just wouldnt be taking ships off the table and saying yep thats dead. before it even gets a chance.
No, that wouldn't work. What if a ship gets crippled, loses a trait, takes -1 AD crits, etc... you'd have to keep track of all this, and apply them at the end of the turn. If you're writing it all on as you go, you'd lose track of what happened this turn and what happened the previous.
 
Burger said:
If you're writing it all on as you go, you'd lose track of what happened this turn and what happened the previous.

It's no different that what you already have to do in keeping track of critical hits and other damage, unless you handle damage control in something other than the end phase. While I admit I prefer the current system, rather than this method, this just isn't a valid reason for nay saying it.
 
Delthos said:
Burger said:
If you're writing it all on as you go, you'd lose track of what happened this turn and what happened the previous.

It's no different that what you already have to do in keeping track of critical hits and other damage, unless you handle damage control in something other than the end phase. While I admit I prefer the current system, rather than this method, this just isn't a valid reason for nay saying it.
It is very different. Currently you mark off all damage as it happens, you only have to keep track of which crits happened this turn, to tell which can't be repaired. Easy method is to put a little mark next to each one at the end of the turn, to show it can be repaired next turn.

Increased bookkeeping is totally a valid reason, for me at least, if you like writing down loads of things on scraps of paper then thats up to you, but I don't! Wasn't faster and smoother play one of the key selling points of 2e, after all?
 
What this system would do is eliminate the chance to perform heroics, sending a lone ship on a suicide run among the enemy fleet in order to take out the one ship that is in position to destroy a critical target.

EG: ISA protecting a cluster of incredibly explodable civilian liners at long range from a Centauri fleet, all short ranged except for the Elutarian that is about to blow the liners apart.

Whitestar gunship dives in among the dozen or so primus to kill the Elutarian before it can kill all those civilians, knowing that it will die after it does this.

If all damage occurs at the end, there is no way to perform these heroics, nothign you can do will save the civilians.

One of the main areas of tactics in the game as it is now is selecting which ship to fire when. Do you fire a ship that is about to die or a ship that may kill an enemy ship that is about to fire next? These tactical choices would disappear completely with this suggestion.

Pretty sure this is a bad idea.
 
What this system would do is eliminate the chance to perform heroics, sending a lone ship on a suicide run among the enemy fleet in order to take out the one ship that is in position to destroy a critical target.

EG: ISA protecting a cluster of incredibly explodable civilian liners at long range from a Centauri fleet, all short ranged except for the Elutarian that is about to blow the liners apart.

Whitestar gunship dives in among the dozen or so primus to kill the Elutarian before it can kill all those civilians, knowing that it will die after it does this.

If all damage occurs at the end, there is no way to perform these heroics, nothign you can do will save the civilians.

One of the main areas of tactics in the game as it is now is selecting which ship to fire when. Do you fire a ship that is about to die or a ship that may kill an enemy ship that is about to fire next? These tactical choices would disappear completely with this suggestion.

Pretty sure this is a bad idea.
 
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