By Mike Raper (Raperm) on Tuesday, August 05, 2003 - 03:04 pm: Edit |
Very true! We do all need to remember that (or at least I do).
As far as the details go, I'm not sure; I was sort of hoping for buy-in from some other posters, and then we could flesh out the details. Basically, I'm thinking something like this:
During EA, a bank (defined as a contiguous group of phasers on an SSD; for example, the four FH phasers on a Fed BC) is tuned to a specific frequency. They need not be tuned, if the owning player so desires; if that is the case, the phaser performs normally against any target.
When fired, a -1 is added to the damage roll if the target is what the phaser was tuned against. If it isn't, a +1 is added, instead.
Example: Fed XDD with four FX P-5's tunes them to be anti-plasma. Three of these fire at an incoming R torp, with rolls of 3, 2, and 4. These are shifted on the damage chart as 2, 1, and 3, for more damage to the torpedo. The fourth phaser is fired at a fighter; the roll is a 4. It is treated as a 5, since the phaser was not tuned to attack small craft.
Frequencys? I had these in mind for starters:
By Tos Crawford (Tos) on Tuesday, August 05, 2003 - 03:33 pm: Edit |
Having a -1 against drones and a +1 against plasma is hardly an historical tradeoff. I doubt their will be any X2 races that mount both drones and plasmas so there would never be a penalty.
By Mike Raper (Raperm) on Tuesday, August 05, 2003 - 04:05 pm: Edit |
None of these are "historical". They aren't supposed to be, necessarily, nor are these by any means definate. Still open to suggestions.
By michael john campbell (Michaelcampbell) on Tuesday, August 05, 2003 - 09:32 pm: Edit |
Quote:Simply allowing a positive shift only would, IMHO, be much more unbalancing because there would be no penalty to offset your decision.
Quote:(That every phaser of the ship should be forced into a particular mode won't work techno babblewise after the phaser room article in cl25.)
By Loren Knight (Loren) on Tuesday, August 05, 2003 - 09:40 pm: Edit |
Mike, I would say that a Phaser could be tuned to be effective against specific things with the cost of them being less effective against almost every thing else. That is, there are two settings, specific targeting and general targeting. The chart reflects general targeting. When tuning against a specific target both the energy type/fequency and the targeting routines are adjusted. This increases the damage reflected by a -1 to the die. Since these tuned in a way less effective against other targets these phasers get a +1.
So, to get to my point, I would say each clasification should read " -1 on Specific Target Type, +1 on all other target types."
It should be noted that Ships are not a specific Target Type though there componants (shields, hull, PA's) are.
By michael john campbell (Michaelcampbell) on Tuesday, August 05, 2003 - 09:59 pm: Edit |
Quote:So, to get to my point, I would say each clasification should read " -1 on Specific Target Type, +1 on all other target types."
Quote:It should be noted that Ships are not a specific Target Type though there componants (shields, hull, PA's) are.
By michael john campbell (Michaelcampbell) on Tuesday, August 05, 2003 - 11:47 pm: Edit |
One idea to make people want to use the FINE TUNNING would be to have a -2 bonus to that one specific class of target but a -1 to all other target types ( and the -2 can not be combined with the -1 that X ships get with a greater ECCM than ECM ).
Such a bonus would actually be enough to offset the ALL phasers must be switched penalty that would keep the game simple.
By Loren Knight (Loren) on Wednesday, August 06, 2003 - 01:04 am: Edit |
Quote:That's the only way a + bonus could be moved into the rules.
By michael john campbell (Michaelcampbell) on Wednesday, August 06, 2003 - 05:30 am: Edit |
Oops, that what I meant.
We'ld have to make the rules a + penalty to everything that wasn't "THE MODE" of the weapon or else certain races ( on account of their tactical doctrines ) would slip through the cracks.
By Carl-Magnus Carlsson (Eagle) on Wednesday, August 06, 2003 - 07:58 am: Edit |
Since the energy output is likely to be constant I can't see the different effects on shielded, or not shielded ships. If it's hit it's hit, right?
Not should size class on SHIPS matter. They are a little to big to miss. A small drone otoh...
By Mike Raper (Raperm) on Wednesday, August 06, 2003 - 10:13 am: Edit |
A few points.
MJC, allowing a -1 shift with no penalty not only makes no sense, it overinflates BPV for no reason. Re-focusing a phaser to do more damage against a particular type of target cannot help but effect how that same phaser will effect another. Picking the right frequency is a challenge for the player; pick wrong, and you suffer the consequences. Even if you do, though, you aren't exactly helpless. A +1 shift doesn't mean your phasers are now worthless against some other target type.
Loren, your suggestion about -1 vs. a particular target and +1 against all others seems okay to me. Just have to define the various target types.
Carl, energy output is constant, but how it effects different substances matters greatly. You can melt steel armor, for example, with a primative shape charge round. That same round with the same output won't scratch ceramic composite armor. For a phaser, a shield can affect it differently than the physical hull of the ship.
By Loren Knight (Loren) on Wednesday, August 06, 2003 - 10:49 am: Edit |
Also, the bonus/penalty should apply to all firing modes. If a Ph-5 is set for drones then it gets a -1 against them if fired in Ph-5 or pulsed Ph-6s. The Phaser UNIT is commited for the turn.
A small SSD chart could do the job of notation. This would only be practical if the phasers were to be grouped in few large groups.
But on ships with many groupings, like normal, it would be a greater advantage.
By Shannon Nichols (Scoot) on Wednesday, August 06, 2003 - 05:50 pm: Edit |
Have phaser be able to fire in a warp field disruption mode. Instead of causing damage the phaser fire can generate a anti movement warp field at the target. This field would cancel one point of movement for every (7-target SC) of damage. Targets speed could not be reduced to less than half of its plotted speed or power put into movement. Or every two or points of damage reduces the targets speed by one no matter what its size is.
By Jeff Tonglet (Blackbeard) on Wednesday, August 06, 2003 - 09:14 pm: Edit |
Is this "tuning" feature toggled at EA?
If so, it would make the hack-and-slash devestating, since, if you fire on impulse 1, you know exactly what to tune your phaser to.
By michael john campbell (Michaelcampbell) on Wednesday, August 06, 2003 - 09:52 pm: Edit |
Quote:MJC, allowing a -1 shift with no penalty not only makes no sense, it overinflates BPV for no reason.
Quote:Is this "tuning" feature toggled at EA?
If so, it would make the hack-and-slash devestating, since, if you fire on impulse 1, you know exactly what to tune your phaser to.
By Loren Knight (Loren) on Wednesday, August 06, 2003 - 10:54 pm: Edit |
An impulse one firing oppertunity and tuning your fire for such, has always been a frightful play but usually goes both ways.
Big Impulse one strikes usually take place at close range where most things hit pretty good anyway.
If all ships have the ability then it balances out.
Against X1 and GW? Well, the would indeed be a BPV value to tuning that could be balanced. We could possibly introduce a damage rule for these phaser that once a group of phasers is hit the next phaser hits must be scored on that group until distroyed. That would give X1 and GW a sligh advantage over the X2 phaser group.
By Tos Crawford (Tos) on Wednesday, August 06, 2003 - 11:49 pm: Edit |
Another possible problem is for races that don't have other stuff to shoot at.
Take a Klingon vs. Tholian scenario:
Klingons choose to tune phasers for ships
Tholians have to choose between drones, fighters, PFs and ships. With this rule races with less tuneable stuff will fight at a significant disadvantage.
By Loren Knight (Loren) on Thursday, August 07, 2003 - 01:47 am: Edit |
Good point Tos. Its actually "Most Anyone Vs. Tholians" (unless the Tholians are sporting fighters).
On the other hand (and with further thought) the Tholians have web which can make weapons useless all together no matter what they are tuned to. It might not be such an effective disadvantage.
And if the Tholians get something like my Sticky Web Fist...
By Carl-Magnus Carlsson (Eagle) on Thursday, August 07, 2003 - 04:40 am: Edit |
A phaser that works better vs. cloaks but sucks against uncloaked ships (like the "carronade")?
"Do my opponent stay under cloak,... or not?"
By michael john campbell (Michaelcampbell) on Thursday, August 07, 2003 - 04:45 am: Edit |
Quote:Another possible problem is for races that don't have other stuff to shoot at.
Take a Klingon vs. Tholian scenario:
Klingons choose to tune phasers for ships
Tholians have to choose between drones, fighters, PFs and ships. With this rule races with less tuneable stuff will fight at a significant disadvantage.
By Mike Raper (Raperm) on Thursday, August 07, 2003 - 06:56 am: Edit |
That's not quite fair. It could just as easily be Klingon vs. Tholians, with Klingons choosing between ships, web, fighters, and PF's while the Tholian chooses between ships and drones...it depends on the makeup of the force in question. Being forced to use phasers for uses other than direct offense is old hat, and part of the game.
By michael john campbell (Michaelcampbell) on Thursday, August 07, 2003 - 10:40 am: Edit |
Taking Fine tunning a little further.
Fine Tunning has got to be an Electronic Warfare Form and so a standard shift isn't really all the proper!
Now.
The Fine Tunned target gets a treated as though the attacker has 3 Free ECCM and all other targets the phaser could fire at will be treated as though it has 2 Free ECM.
That would do.
I would also consider linking the Boarding Party Combat Diagrams with the weapons if linking all the weapons to geather would be too restrictive.
So in a Fed XCA the Phaser in the Left Saucer section would be labled A, the center saucer section B, the right saucer section C and the Engineering Hull:- D.
And the target type would be listed ( again I'ld rather not have a function to speciifcally target ships and say it's limited to X-Aegis targets ) as PFs 5, Fighters and shuttles 6, Drones D, DefSats S, Plasma P and Mines M.
Then one could just list in the notes on the EAF, CD and it would be read that all the phaser under the boarding party diagram in section C of the vessel shall be fine tunned to target drones.
The levels of ECCM and ECM ( probably stick between 3ECCM-2ECM and 2ECCM-3ECM ) can be selected depending after playtesting on whether or not EVERY TURN TOGGLING ( or 8 even 8 impulse toggling ) and grouping sizes ( Wholeship/BPCDiagram/IndividualPhs ) and playtesting evaluations shall that 3ECCM-2ECM is too restrictive or not.
A shift generated this way can be used with the regular capasity of an X ship to use a shift such that if there is a total of four or more ECCM on the target then a -2 shift can be applied. This shift is not a function of Leg' WO nor Outstanding crew and is cumulative with those effects.
By Loren Knight (Loren) on Thursday, August 07, 2003 - 12:22 pm: Edit |
Quote:Fine Tunning has got to be an Electronic Warfare Form and so a standard shift isn't really all the proper!
By R. Brodie Nyboer (Radiocyborg) on Thursday, August 07, 2003 - 03:35 pm: Edit |
How about a "seeking rule" for Direct Fire weapons that allows them to fire at a target, move out to 1/2 their max. range at (for sake of argument) 3-4 hexes/impulse, can only sideslip every other HEX to track target, and hit with better odds than while in DF mode? The trade-off is better chance to hit w/ DF weapon vs. target might evade shot. Volley-fire shots would all move the same, and target must still be in weapon arc on firing.
By Loren Knight (Loren) on Thursday, August 07, 2003 - 03:49 pm: Edit |
RBN: A seeking Photon??
Hmmm....
Speed 64, max range 8.
No OL.
Roll at R1 to hit when the Photon reaches target.
Can't turn but can side slip.
Target must remain in ships FA arch.
Target can avoid being hit by latteral movement beyond the Photons ability to side slip, move out of the firing ships FA arch, or move beyond R8.
Hmmm....
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