Star Wars Roleplay: Chaos

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The Problems of Fleeting

All that said and done, the factory does not operate on stats and while the ideas listed aren't bad they simply will be unlikely to be implemented, I would suggest making use of these ideas yourselves before expecting a change in the factory.
 
In any case, [member="Valiens Nantaris"] and Camellia have both exercised great examples of how to deal with a proton beam cannon, as was seen in the Invasion of Prakith. I believe it fired twice, maybe, through the course of the entire invasion, and was incapable of piercing the shields or hull of the Noblesse in use, which makes use of a long range, heavy, rail gun. There is another ship which uses a light proton beam cannon, submitted by Alva Calverona(?) for the Imperial Remnant, though I do not believe it has seen use. In all cases of use that the current two ships have seen (seeing as how the second has not seen use to my knowledge) is that they are heavy hitters, but not much more than that. I'm aware they were intended to be used as a super weapon some time ago, but the current uses have shown they are not being used for much more than what amounts to a large barrage of perhaps octuple turbolasers. I understand the concern, really I get the idea of how big damage could potentially be if both the attacker and defender went the route of showing off dramatically, but it isn't the case with what is currently approved. Neither have been misused, neither have been used to destroy cities, planets, ships, and so on. It fires ridiculously slow, it has large drawbacks, and in my opinion it is not exactly practical in use - but above all it has been written as little more than a big gun that does hardly as much damage as one would expect from something so infamous.
 
Actually... I can respect that.

(in regard to the PBC)

And as far as the stats go... I like stats. Personally, I'd love a 'pointbuy' system for building ships with... But I think we're first going to have to find something that fits with the existing rules and moves from there.
 
Well-Known Member
I think after skimming this thread I have legitimately gained a fear of numbers.

Anyway, I came up with a random idea about fleeting that is likely to be unpopular because of its weirdness, but what if we used a "card" system?

Basically, in my system, you have to assume that what your opponent lays down for presented damage, is the damage that's going to happen. HOWEVER, you use a card that decreases the damage you take, but there is a limited number of uses for each type of card. Hypothetically, let's say we have Attacker A, and Defender B.

Attacker A has one Star Destroyer, Defender B has another. They both have only three types of cards, each with their own limited number of uses. Let's say that the cards are named 1-3, and card one reduces damage taken by a relative 75%, so it gives the writer the freedom to creatively come up with a solution to reduce the enemies damage by what they perceive as that amount. However, it only has two uses, so Defender B has to use it strategically. Card 2 reduces damage taken by a relative 50%, that gives the writer the freedom to creatively come up with a solution to reduce the enemies damage by what they perceive as half. It has only four uses, so it has a little more freedom than Card 1, but is still valuable. Card 3 only reduces damage taken by a relative 25%, but it does have eight uses.

Likewise, there could be cards for attackers as well, but this is the basic idea of what I have envisioned of how to get people to take reasonable hits, and when to do it strategically without using huge numbers.
 
Well-Known Member
Obviously if the fight goes longer than the number of card uses available, we could use a phase system, where each round depreciates the number of uses for each card, and if going too long, eliminates the rare cards altogether.

So lets say Attacker A or Defender B have been slugging it for awhile, and have expended all their card uses. That's the end of Phase One from, and moving on into Phase two, they only have half as many uses for their cards. Let's say they go through them again, now in Phase Three, Card 1 has been eliminated as an option, and the other cards are halved again. It goes on I suppose until someone admits that they are destroyed, or until there aren't any cards available to avoid destruction.
 

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