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Old 01-22-2010, 03:17 PM
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Fixing some Rules after Feedback and Game Testing

After some game play I fixed for the better some rules that Chris and lehcyfer pointed me out that had glitches:

Tower and Firing Arcs:

Weapons and Firing Arcs: A ship can fire all its weapons. That means that a Ship can only shoot the maximum number of weapons that it has in the Card Game, not all the weapons that she has on the several firing arcs in the ship base. That numbers are the maximum number of weapons of that kind that a ship can point to that particular firing arc.
If a ships has 10 primary weapons in the card game and fires 8 against another ship in the starboard arc of fire (where the maximum of primary weapons it can fire is 8), it will only be able to fire 2 more against another ship in another arc of fire. But the split order is up to the player. If he can fire 8 primary weapons in the starboard arc of fire and 6 in the bow arc of fire, he can decide to split 6 to the starboard arc target and 4 to the bow arc target.

That means that if a ship has an enemy ship on any of its weapon arcs, the ship can fire with that fire arc weapons to each ship up to the maximum number of weapons the ship has.

Designer Note: This way, it will be easy to see how many weapons are in towers and the arc of the towers and how many weapons are hull mounted.

Critical and weapon damage:

In regards to damage, I like very much the system of Defense and doubling it and triple it. It's fast, funny and can make some very interesting twists in the game. But I do understand the Critical table problem that lehcyfer pointed. I worked it out with a better and wider critical table where there is still the possibility of not having any critical whatsoever (30%):

Critical hits are those hits that destroyed some major system and it will diminish the ship’s capabilities. If a ship suffers a critical hit, roll 1D12 in Critical Table below:

Critical Table (1D12)

1 – Crew Killed
2 – Engines Damaged
3 - Primary Weapons
4 - Secondary Weapons
5 - Special Weapons
6 - Point Defense Out
7 - Diminished Agility
8 - Cargo Destroyed
9 - Hull Damage
10 to 12 - No Critical

Crew Killed – A significant part of the crew was killed. Ship response becomes more difficult. Turns are one color more difficult from now on. Green is yellow. Yellow is red and red is forbidden. Second critical has no effect.
Engines Damaged – Engines lose power with damage. Engines lose two points of movement per critical they receive.
Primary Weapons – First critical will destroy half the Primary Weapons the ship possesses. Second Critical will destroy the other half.
Secondary Weapons – First critical will destroy half the Secondary Weapons the ship possesses. Second Critical will destroy the other half.
Special Weapons – First critical will destroy half the Special Weapons the ship possesses. Second Critical will destroy the other half.
Point Defense Out - First critical will destroy half the Point Defense Weapons the ship possesses. Second Critical will destroy the other half.
Diminished Agility – Ship looses maneuver thrusters. Lose one point of Agility per critical it receives.
Cargo Destroyed – Ship Cargo is destroyed. Second critical has no effect.
Hull Damage – Ship receives 2 extra hit points of damage per Hull Damage Critical that the ship receives.
No Critical - Although the hit entered the soft core of the ship, the destruction was made in less important decks. No additional damage.
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