Rules Proposal: Particle Cannons

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mojo jojo
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Rules Proposal: Particle Cannons

Post by mojo jojo »

I've played a couple of games with Selts now. One thing I'd like to do is to remove the 3 segment delay in firing PCs if it's over a turn break. Keep the delay if it's fire within the turn. This rule seriously nerfs a Selt force.

What often happens is that the sides trade shots near the end of a turn. If it's an impulse 8 exchange, the other side with disrupters for example, can fire impulse 1 whereas the Selts must wait until imp 3. This puts the Selts at a serious disadvantage. Their lousy turn mode keeps them from trying the long range saber dance. If the Selts fire impulse 6, it's often at longer range and their opponents can get closer to fire impulse 8 for more damage.

Selts have a hard enough time winning as is. I think removing the 3 impulse delay over a turn break helps them by a decent amount, doesn't overpower them, and simplifies the game and bookkeeping. It also seems more in the spirit of Federation Commander than the current rule.
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Nerroth
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Post by Nerroth »

Bear in mind that Particle Cannon changes will also affect Neo-Tholian fleets operating under M81 Galaxy rules, as well as the Old Galaxy Pirates.

(And might affect other weapons with similar impulse delays, not least over in Omega. Certain weapons and systems have delays ported over from SFB which are, to a certain degree, based on the FC PC template; making that go away might have a knock-on effect there, too.)
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mjwest
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Post by mjwest »

I would not be terribly worried about the M81 Galaxy Tholians and Pirates. It would affect all of them pretty much across the board, and what is good for one is good for the other.

It is, however, a valid point for Seltorians fighting in the Milky Way.

I am forwarding the request on.
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Nerroth
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Post by Nerroth »

In that case, I'll keep an eye out for any potential changes here, and see what kind of knock-on effect it might have for Omega afterwards.
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mjwest
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Post by mjwest »

Good plan. :)

I do agree that the cross-turn restriction is an annoying exception. Remember that there are no promises, and I don't make the decision. I did, however, forward the request.
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mojo jojo
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Post by mojo jojo »

mjwest wrote:Remember that there are no promises, and I don't make the decision. I did, however, forward the request.
Thanks, that's all I can ask for. :)
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mjwest
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Post by mjwest »

If it is any encouragement, not only did I forward it, but I advocated for it. I agree with your argument, and added more. (Quite frankly, if a Seltorian fires on impulse #8, it is highly unlikely to be able to get two shots off on the following turn, due to the inter-turn delay.)
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terryoc
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Post by terryoc »

This bug thanks you.
"Captain" Terry O'Carroll, fourteen papers published including six best of issue
"Man, Terry, you are like a loophole seeking missle!" - Mike West
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pinecone
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Post by pinecone »

I agree that the delay is annoying. a bit too anti-simple for me :) And the selts could use some love anyway.
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Steve Cole
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Post by Steve Cole »

It was in my blog several days ago that this had been done.
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pinecone
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Post by pinecone »

sorry, I had been gone for a while and didn't check how old this thread was. :oops:
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