Star Wars Roleplay: Chaos

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Different Weapon Values

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So looking through this, I've been considering editing the system's mechanics a bit. The way I'd do it would be to have each weapon type have a separate calculation, instead of a generic one for regular and one for long-range.

Mechanically it'd made no difference for the user, but my thoughts are like this:
  • 'Heavy' weapons such as heavy turbolasers, heavy ion and heavy warheads are more powerful, but are bad at tracking faster ships, so apply a similar modifier to them like I have for long-range.
  • 'Long range' weapons retain their targeting problems.
  • 'Heavy Long Range' weapons become very difficult to aim at slower ships.

My reasoning is that there needs to be some reason to have regular turbolasers, as opposed to the Wyyrlok which has 255 heavy turbolasers and no regular ones.

Thoughts?
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
[member="Valiens Nantaris"] The issue now is no defined value in 3.0. in 2.0 this would make sense being heavy Tlas do 2x damage and cost 2x gun count. Putting in something like range variables for targeting may cause issues with people who do not fleet much and or understand how this would work.

I have always been of the opinion that 5x for LR was too much. but it is the way it is. I agree people should use normal Tlas more. All these LR weapons just make a ship weak in normal medium an close combat. per gun 5 normal Tlas gets you 2.5 times the bang for you gun count. Most of my ship designs of late have been heavy and light tlas mixed. I like Light tlas just me ....

I just do not see a way to limit how people design and it be right. If someone wants all heavy weapons I think they should be able to do that. I wont but I know better. The freedom the 3.0 system gives us is not having to worry about things like "I fire 50 somethings" or "20 somethings of my 50 somethings hit your something"

Now I do not totally agree with it being this way because i think there should be some sort of checks and balances in fleeting but I see how it would be easier for those who do not feel the way I do. The ship design is easy now, people have the option of not having to do math. They also have the option to do the math if they wish. I just do not see how bringing accuracy will ever work. I like the idea of it just do not see it being used by most non hard core fleeters.
 
[member="Reshmar"]
Let's face it, the people using this system won't be assigning an armament value of 1-20 to their ships. No actual fleeter does that, just people creating ships for personal or small faction use.
The 2.0 values are still in effect and are still used when calculating all this stuff. 3.0 has just muddied the waters.

So in the end what's really important is that there needs to be some differentiation between heavy and regular versions of the weapons. They can do more damage must be balanced with something.
 
[member="Reshmar"]
They get an incremental accuracy penalty vs faster ships. Against same speed or slower ships it's just the usual range penalties.
Basically the aim is for long range heavy weapons to only be useful against slower ships.
 

Rusty

Purveyor of Fine Weaponry
Yeah, there seems to be this unfortunate trend of people thinking they can bring to bear all the guns on their ships on a single target regardless of its location in relation to their ship. That's one of the reasons I prefer fighters, actually. It greatly simplifies things. But, as has been pointed out time and time again, most folks on here ignore fighters, because they're hat on ass retarded.
 
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