[member="Valiens Nantaris"]
The system's brutal and has ships doing impressive amounts of damage to one another. I like that.
Ships with a mixed armament will be a pain in the butt to calculate... And ships with armament rating instead of listed armaments can't utilize the system. Even if they could, it appears as if they'd be at a massive disadvantage.
I like how each weapon has a specific utility, be it against shields or hull...
Assuming we're operating on a hex-grid, giving Long Range weapons unlimited range is... a bit insane. I get the balancing effect. Personally, I'd have gone with 20-25 hexes. Just makes me cringe a bit.
Valiens Nantaris said:
Each time a capital ship does hull damage to an escort or other capital ship roll a D20. On a roll of 20 the damage is increased by 50% to represent a critical hit. If this happens, roll an additional D20. If this also is a 20 (a 1 in 400 chance) the target ship is immediately destroyed, representing a catastrophic hit.
Valiens Nantaris said:
For attack craft attacking escorts or capital ships see below. This assumes squadrons of 12 attack craft. If squadron count is different, scale the below appropriately. Bombers inflict 10 damage on escorts or capital ships per surviving bomber in the squadron. This is increased by +2 if the bomber is carrying unusual ordinance or has some other special armament. This damage ignores shields. Roll 1D20 for a whole squadron if it inflicts damage to check for critical hits, not one for each bomber. Fighters and interceptors inflict 2 damage on escorts or capital ships per surviving craft in the squadron. This damage ignores shields. Roll 1D20 for a whole squadron if it inflicts damage to check for critical hits, not one for each craft.
Does the original critical system still apply?
Are you still having Escort Defense Guns and Capital Defense Guns do different damage profiles per shot, or are you incorporating the Point Defense / Fighter-Bomber attack/defense system that I suggested?
Your original link also shows Attacker Speed, Defender Speed, Difference, Speed Penalty, Range, Range Penalty, Heavy Armor, Flanking, Misc Modifiers... but doesn't really explain them. What's the speed penalty? What is the range penalty? Flanking benefit/penalty?
Also, Long Range weapons typically have horrible tracking speeds at close ranges and have a very hard time hitting a small and/or fast moving target.
Have you factored that into the system?
How much damage is each ship actually putting out?
What are the miss/dodge ratings?
Do all weapons automatically hit, or do dice get rolled?
Are they rolled "per attack" with an all or nothing damage output?
Are they rolled per weapon? (please, for the love of god, don't tell me dice are rolled per weapon)
Are dice rolled per "battery", or just "per type of weapon"?
What about escorts designed just to do point defense? Are they still limited to 1 hex range of point defense?
What about unique weapons? I don't think I'd end up using Mandal Hypernautics ships on this system any time soon, but what about stuff like Ram'or Assault Missiles and Vulcan Gatling Mass-Driver Flak Cannons (good lord, I forgot how long its full name was)?
I've also got a weapon that's suppose to do the same damage as a Heavy, Long Range Turbolaser, but with twice the rate of fire and standard engagement ranges.... What would that thing look like on this system?
What about Draco's Turbolaser that is nothing but 8 Capital Ship Weapons worth of damage modifiers?
Popo has a weapon that is nothing but 15 Capital Ship Weapons worth of damage modifiers...
Why are Hypervelocity Cannons doing so much damage?
They are valued the same as a Heavy, Long Range Mass Driver. Why are they doing 2.5 times the damage of a Heavy, Long Range Turbolaser?
What about Heavy, Long Range Hypervelocity cannons and LR Hypervelocity cannons?
What about "Proton Beam Lasers" and "Light Proton Beam Lasers"?
Also, in regard to these critical hit effects, what about ships with built-in defenses against such effects?
Like... the Victory III has a self-sealing foam/liquid worked into the hull to protect against breaches in the armor, environmental control shields and automatically deploying blast/depressurization doors.... How would that translate? Ignore the first "hull" critical hit effect? Immune to "hull" critical hit effects?