katadder said:I think this was suggested before as a kind of armour. so damage track has 2 thresholds - armour, which until thats gone you cant score crits, and crippled.
this is something that could work well i feel.
I suggested something similar earlier but got not even one comment on it.
Scipio said:It's probably been mentioned before but I would like crits to work like this.
Roll on the attack table and calculate damage normally and check the damage off from the ship but don't check for crits until after writing off the damage from the hit.
If the ship after the damage calculation has more than half of its damage left none of the hits will crit but precise weapons crits if any of the attack table rolls were a 6.
If the ship has equal or less than half the damage left normal weapons crits if any of the attack table rolls were a 6 and precise weapons if any of the attack table rolls were a 5+.
That would make it much harder for low priority ships to "crit out" a big ship before the big ship at least gets to show how big and cool it is.
It would also show that ships are much more at risk for catastrophic failures after they have taken a pounding.
A possible variant could be that if the ship has more than half damage left it gets _one_ crit if more than one 6 is rolled on the attack table.
That would show that more powerful weapons have bigger chance to score crits than less powerful ones.