Star Wars Roleplay: Chaos

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Fleeting System Update

Valiens Nantaris said:
[member="Cyrus Tregessar"] [member="Gir Quee"] [member="Captain Larraq"]

I'm happy to do a test with you each on a basic map. Small fleets, just to test and compare things. Let me know.

Also, was considering diversifying defence guns a bit.

Maybe:
  • Quad lasers are standard and are as mentioned.
  • Flak cannons, when used in support, inflict more damage, but less if the ship is attacked directly.
  • Point defence lasers can elect not to shoot and can instead reduce damage taken from bombers or other attack craft.

Thoughts?
I am a big fan of that. I might even consider giving flak cannons a slightly larger range increase (2 hexes), but handicap them at a closer range. But then again, that's probably making things more complicated than what they need to be.
 
Cyrus Tregessar said:
I would work it the other way. Lasers beinf accurate at range and all while flak will disperse indefinitely.
I think it has more to do with tracking speeds.

Both weapons have thesame tracking speed, but one is a direct impact weapon and the other has a small AOE effect. So even if they both miss, the flak is still doing damage.



EDIT: Maybe have the flak only do half damage at range 2?
 
Bad historical analogy time.

I picture Star Wars flak guns being very similar to 3-inch AA guns used by the US Navy or the during World War II, while I see laser cannons as being very similar to mounted machine guns found on similar era vessels.

The 3-inch AA guns could hit targets further away than the machine guns, but their tracking wasn't nearly as good as the machine guns at closer range.


For balancing purposes, and to give differentiate the weapon's abilities, I'd give the flak cannons something like 1/2 damage at range hexes 1 & 2, whereas I'd give laser cannons full damage (double that of a flak cannon) at hex 1.
 

ADM. Reshmar

Directorate Officer Fleet Admiral SJC 3rd Fleet
Flak is a very indirect fire weapon. Tracking and for the most part aiming plays less in the use of it that direct fire weapons. Range or no range, Flak would have a far lower hit to shot ration. Sure it does ranged damage but that is deflecting damage most of the time. Lowering the damage of flak and extending the range makes sense to me. What it does best if keep bombers and other attack craft from lining up and shooting. Maybe have flak give a -1 to hit modifier and less damage than a direct fire weapon. Something comparable to jamming.

Say you roll as normal to hit, apply a half damage then upon a roll of 5 or 6 the incoming craft get -1 to hit.
 
So I added in a couple of extra points into the document.

First, if the same spot is hit by three critical hits the ship sustains an additional burst of D6x10% damage, which is usually enough to destroy it. It’s harsh, but if you’ve hit the same place three times then you’ve already caused at least 60% damage and it’s a very low chance (1 in 216 chance).

Second, I’ve added that defence guns can be used at range 1 as capital guns. Each defence gun counts as 0.25 of a turbolaser, so it really is a weapon of last resort!

Lastly I’ve added that warheads may be used against attack craft though doing less damage than ordinary defence guns.
 
[member="Reshmar"]
Proton beam cannon I think would count as a long-range 250 capital gun weapon. I'm not sure how strong it's meant to be. 250 sound right?

Yes, go by fixed turn order where possible,

The turn order, something I have to add to the document, goes something like:
  1. Apply capital gun damage from the enemy.
  2. Repair damage/recover shields.
  3. Move
  4. Attack with capital guns.
  5. Work out attack craft results you initiate.
If your opponent is using the system you should come to the same results, but you can't tell then enemy how much you inflict on them...that's too much like calling a shot. There is a bit of faith involved here, for sure.
 

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