katadder said:sounds good apart from a major flaw - everyone uses the same weapons for a race no matter the ship size.
the extra heaviness of firepower from large ships is represented by the fact they have more AD. this in turn already means more likelyhood of crits due to having more dice to roll.
Foxmeister said:katadder said:sounds good apart from a major flaw - everyone uses the same weapons for a race no matter the ship size.
the extra heaviness of firepower from large ships is represented by the fact they have more AD. this in turn already means more likelyhood of crits due to having more dice to roll.
My "issue" with redundancy (as I understand it here at least) is that it won't stop crit fishing with swarms of smaller ships just to knock out redundancy, especially if it is pitched at low levels.
I do appreciate what you are saying with respect to ship size and weaponry, but if you just think of it as another abstraction to help simulate the relative "hardness" of the bigger ships, it does work.
Regards,
Dave
Lokai said:i must have missed it somewhere, how exactly will the redundant trait work? would it be a trait that can be lost like other traits?
to keep the feel of the show that a ship CAN be blown up with one good hit i'd think that the bonus damage should be kept, but the EFFECT should have a chance not to take affect, but that could just be me....keep the post goin, it is interesting reading
CZuschlag said:l33tpenguin:
I assume your house rules have one additonal rule or exception type for the Dilgar's MoD, right? As published it makes little sense to them.
Triggy said:The version I see as both simple and not penalising fleets that rely on crits too much is one that has a value for each ship (or PL) and the first # of crits that the ship suffers up to and including that score have the effects of the critical ignored (whilst the Damage and Crew effects happen as normal, including the Damage and Crew inflicted from the critical).
As you say, both your and my suggestions work well but suffer from not being amazing easy to either balance/implement or easy to use in game.katadder said:Triggy said:The version I see as both simple and not penalising fleets that rely on crits too much is one that has a value for each ship (or PL) and the first # of crits that the ship suffers up to and including that score have the effects of the critical ignored (whilst the Damage and Crew effects happen as normal, including the Damage and Crew inflicted from the critical).
yep, if anything probably this would be best to add. although the armour one i do like it would take more testing and balancing, and some people see it as too complicated.
Ripple said:if you use them... harder with just paper and pencil and books (though only just a little).
My concern was always keeping it fast to do damage... trying to figure exactly when you cross the magic boundry. I also don't like CBD for the same reason in some ways... slows things down as you keep looking for when you lose SA to see if its fallen yet.
Ripple