The Black Kestrel
Explorer
Umm... I have a silly question. Since starships in D20 Future use DR not hardness don't energy attacks bypass DR automatically? Hence DR is only good for physical attacks.
The Black Kestrel said:Umm... I have a silly question. Since starships in D20 Future use DR not hardness don't energy attacks bypass DR automatically? Hence DR is only good for physical attacks.
The Black Kestrel said:Umm... I have a silly question. Since starships in D20 Future use DR not hardness don't energy attacks bypass DR automatically? Hence DR is only good for physical attacks.
d4 said:i was confusing the two stat lines a bit. the strike cruiser does have antimatter guns, not fusions beams -- but they do the same damage, so that doesn't change the numbers at all.
the DC of the damage control check is 15 -- a trained crew succeeds on a 11, an expert crew only needs to roll a 7. strike cruisers have expert crews, so they succeed 70% of the time.
according to the rules for forming wings, only the wing leader fires his weapons at the enemy. his wingmen use their attack actions for "aid another" to improve the wing leader's attack roll.
i still think the weapon damages are too low. especially considering that a ship-mounted fusion beam or antimatter gun (like what capital ships are using) does an average of 45 points of damage... a 6th or 7th level Tough Hero can take that and have a pretty good chance of walking away... (he's got enough hit points, and a good enough Fort save to make the massive damage save fairly easily.)
but ships do not degrade in effectiveness until they reach 0 hit points, so there's nothing really that's forcing them to retreat.Furluge said:What's more likely to happen is that ships are forced to retreat from the battle where they'll spend months, maybe even years, drydocked for repairs, or to be scrapped to repair other items.
no, actually i find that even more wrong. a wing of tiny fighters can take out a capital ship much, much faster than another capital ship. :\Furluge said:Each attack would do 72 damage average, 32 after hardness. So our wings could do 384 a round and a swarm could do 1,536 damage a round. Does that appeal to you more.
the mediumweight combat ships generally only have two weapon systems; the heavy ships three. given how fast hit points increase as size increases, i just don't see it being enough.Furluge said:then our starships just got a /whole/ lot more damage dealing potential as almost all of them have at least four weapons. Perhaps that's why the damages seem low.
no, they don't seem to be making every attack at their full attack bonus... the stat blocks give their full attack options, and it seems like secondary attacks are always at a lower attack bonus than the primary attack....and if you'll notice the attack bonuses for ships never go into the lowering attack bonus progression, making it seem like every attack is at full bonus.
d4 said:but ships do not degrade in effectiveness until they reach 0 hit points, so there's nothing really that's forcing them to retreat.
no, actually i find that even more wrong. a wing of tiny fighters can take out a capital ship much, much faster than another capital ship. :\
the mediumweight combat ships generally only have two weapon systems; the heavy ships three. given how fast hit points increase as size increases, i just don't see it being enough.
mediumweight ships tend to have around 1,000 to 5,000 hit points; heavy ships from 5,000 to 10,000 hit points. they also tend to have around hardness 30 and 40.
given those numbers, having the average damage of their weapons hovering in the 50 to 100 range is IMO ludicrous.
no, they don't seem to be making every attack at their full attack bonus... the stat blocks give their full attack options, and it seems like secondary attacks are always at a lower attack bonus than the primary attack.
That is an excellent point. The optional crit rules are a defiante bright spot for starship comabt. Really I think just a few things liek that to simulate battle damage before hitting '0' hp would go a long way to allievating my problems with the rules.Furluge said:Think how long it takes to repair those thousands of hitpoints? Think how much /money/ it costs in labor and supplies. Not to mention that people inside that ship are /dying/. Also if you're using the critical hits sidebar then a critical or two and you're effectiveness /is/ going down before you hit 0 HPs. I mean yeah if you're a race of people that has a creepy hive mind and doesn't mind bringing home a ship breaking apart with only a few people inside it, sure, go right ahead, but if you're not controlling the space you're in, you've taken a few critical hits and you can't hit the broadside of a barn because the gunner is in a stretcher, then yes, you might want to think about retreating rather than sitting around to get pounded.
But that's generally how fighters work. They can't travel far, they're fragile, but dammit they've got a ton of guns strapped in front of them! I mean it worked in the Pacific in WW2. Don't think of fighters are tiny lone ships, think of them as a carrier's attack.
Whoops, I just realize they only have two weapons each, I wasn't seeing that or under weapons.
Now I'm going to go check out that Q&A Thread.