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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Alex319" data-source="post: 5026760" data-attributes="member: 45678"><p>Comments on the latest version:</p><p></p><p>(1) Why doesn't the SA's power work on a ship with a BC on board? The original problem I identified was that a BC could use his power on an SA to give the SA two activations and thus lots of additional action points - since the BC doesn't give his ship any benefit by himself after the start of the game, I don't see any reason to prohibit that.</p><p></p><p>(2) What do the defenses with two values (like 11/9) mean? I assume that has something to do with the "different defenses on different firing arcs" thing, but I can't find where that is explained.</p><p></p><p>(3) The Hive Cube still needs a determinate hex, because it can rotate.</p><p></p><p>(4) I don't understand the "vessel ratings" at all. How come some of them have two numbers separated by a slash, some of them only have one number, and the Colonial Fighter has another number in parentheses?</p><p></p><p>(5) Can the Shadow Fighter Squadron activate its Bio-Shields 4 times to absorb 8 damage per round? (Same question about the Shadow Fighter - can it absorb 24 damage per round if it uses all its AP on its shields?) If so it's going to be almost impossible to kill because you can only do 1 point of damage to it at a time. If not, then how come it says "Bio-Shields x4"? Finally, how is it ever supposed to use its Cloak ability, if the Cloak ability requires more AP than the squadron has?</p><p></p><p>(6) The example under "Targeting Specific Systems" needs to be updated because the Imperial Destroyer's defense changed.</p><p></p><p>------</p><p></p><p>And as for more weapon attack bonuses:</p><p></p><p>Definitely adding something where you spend extra AP for an attack bonus would work well. It also seems to me like a good idea would be to make "light weapons" that don't do much damage tend to have higher attack bonuses (like +4 or higher) while heavier weapons tend to have smaller attack bonuses, so they're best against larger ships.</p><p></p><p>One thing you need to think about is, about how often do you want people to be hitting those high defense ships? If the Alliance Starfighter Squadron has defense 18, you'd better be giving ships +4 to attack or greater if you want them to be hitting more than about a third of the time.</p></blockquote><p></p>
[QUOTE="Alex319, post: 5026760, member: 45678"] Comments on the latest version: (1) Why doesn't the SA's power work on a ship with a BC on board? The original problem I identified was that a BC could use his power on an SA to give the SA two activations and thus lots of additional action points - since the BC doesn't give his ship any benefit by himself after the start of the game, I don't see any reason to prohibit that. (2) What do the defenses with two values (like 11/9) mean? I assume that has something to do with the "different defenses on different firing arcs" thing, but I can't find where that is explained. (3) The Hive Cube still needs a determinate hex, because it can rotate. (4) I don't understand the "vessel ratings" at all. How come some of them have two numbers separated by a slash, some of them only have one number, and the Colonial Fighter has another number in parentheses? (5) Can the Shadow Fighter Squadron activate its Bio-Shields 4 times to absorb 8 damage per round? (Same question about the Shadow Fighter - can it absorb 24 damage per round if it uses all its AP on its shields?) If so it's going to be almost impossible to kill because you can only do 1 point of damage to it at a time. If not, then how come it says "Bio-Shields x4"? Finally, how is it ever supposed to use its Cloak ability, if the Cloak ability requires more AP than the squadron has? (6) The example under "Targeting Specific Systems" needs to be updated because the Imperial Destroyer's defense changed. ------ And as for more weapon attack bonuses: Definitely adding something where you spend extra AP for an attack bonus would work well. It also seems to me like a good idea would be to make "light weapons" that don't do much damage tend to have higher attack bonuses (like +4 or higher) while heavier weapons tend to have smaller attack bonuses, so they're best against larger ships. One thing you need to think about is, about how often do you want people to be hitting those high defense ships? If the Alliance Starfighter Squadron has defense 18, you'd better be giving ships +4 to attack or greater if you want them to be hitting more than about a third of the time. [/QUOTE]
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