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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5016496" data-attributes="member: 710"><p>I am not sure the "flavor" of critical hit temporarily disables a system and it repairs itself makes sense to me. Combat will sure be more swingy when you allow critical hits to disable systems. Maybe that's a good idea, depending on how predictable you feel combats go at the moment?</p><p></p><p>In D&D 4E, the max damage on a crit rule avoids swinginess - and brings it right back in - but only in favor of the PCs - with magical items adding extra damage. So I think the design goal was to find a system that resolves relatively fast for critical hits, and have swinginess that would not be turned against the PCs. You don't have the PC/NPC divide in your system. </p><p></p><p>I have played a little Battletech via Megamek, and I noticed that system definitely suffers from too much swinginess - one lucky critical hit, and your major assault mech is gone. </p><p>But disabling subsystems should not be that powerful, as long as a ship can't be totally crippled by them. The question is - should it really be "save ends" and not just "one turn". A cloaked ship that can't cloak for one turn is probably already in a lot of trouble. </p><p></p><p>I would probably combine things - max damage on a crit, one random subsystem is disabled until the end of the ships next turn.</p><p></p><p>Well, in Startrek, all they always say is "disable the enemies weapon systems", without mentioning specific weapons (though of course that would be logically required.). </p><p>The risk to me seems to be that some ships might have very diverse systems (particular weapon systems), and others don't. The other risk might be that some ships might not have many weapons but very powerful one, and then the ships with lots of them benefit.</p><p>I think all in all I am in favor for treating all instances as belonging to the same subsystem.</p><p></p><p> I don't think so. If, they all should have the same - at the start or the end of a round for example, making combat units have their own "phase".</p><p></p><p> I like the concept of reading actions particularly for cloaked ships. The question might be what the cost for readying actions is, and how you declare them? Does readying on its own costs action points?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5016496, member: 710"] I am not sure the "flavor" of critical hit temporarily disables a system and it repairs itself makes sense to me. Combat will sure be more swingy when you allow critical hits to disable systems. Maybe that's a good idea, depending on how predictable you feel combats go at the moment? In D&D 4E, the max damage on a crit rule avoids swinginess - and brings it right back in - but only in favor of the PCs - with magical items adding extra damage. So I think the design goal was to find a system that resolves relatively fast for critical hits, and have swinginess that would not be turned against the PCs. You don't have the PC/NPC divide in your system. I have played a little Battletech via Megamek, and I noticed that system definitely suffers from too much swinginess - one lucky critical hit, and your major assault mech is gone. But disabling subsystems should not be that powerful, as long as a ship can't be totally crippled by them. The question is - should it really be "save ends" and not just "one turn". A cloaked ship that can't cloak for one turn is probably already in a lot of trouble. I would probably combine things - max damage on a crit, one random subsystem is disabled until the end of the ships next turn. Well, in Startrek, all they always say is "disable the enemies weapon systems", without mentioning specific weapons (though of course that would be logically required.). The risk to me seems to be that some ships might have very diverse systems (particular weapon systems), and others don't. The other risk might be that some ships might not have many weapons but very powerful one, and then the ships with lots of them benefit. I think all in all I am in favor for treating all instances as belonging to the same subsystem. I don't think so. If, they all should have the same - at the start or the end of a round for example, making combat units have their own "phase". I like the concept of reading actions particularly for cloaked ships. The question might be what the cost for readying actions is, and how you declare them? Does readying on its own costs action points? [/QUOTE]
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