GZG List archives -- October 2005

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Re: [GZG] Threshold checks - how I do them



On Mon, October 31, 2005 13:25, Ground Zero Games said:
 OK, this is just a wild, off-the-cuff thought - is most definitely is
 NOT a proposal for doing FT3 this way, but just something to throw
 out to all of you for discussion! It is completely untested, mostly
 un-thought-through and quite possibly daft - but it just popped into
 my head while I was reading some of the recent posts on this topic:

 [I should probably be posting this to the Test list rather than the
 main one, but what the heck - it's not a serious "OFFICIAL"
 suggestion (well, not unless everyone likes it...), so let everyone
 have a comment!!]

 Count the number of systems on a given ship, and distribute that
 number of "C" (Critical) boxes evenly throughout the hull box track.
 Now, every time that damage reaches or passes a "C" box, roll 1 die -
 if the score is 1 or 2, there is no effect; if it is 3 or 4, then the
 TARGET ship's player gets to pick one system to be knocked out; on a
 5 or 6, the FIRER gets to choose!
 [Alternative - every "C" box hit results in a system being
 automatically KO'd - a die is still rolled, if ODD then it is FIRER'S
 choice, if EVEN it is TARGET'S...]

The problem is that the firer then always chooses the reactor or something equally critical (can't remember what the effects of the 3 core systems were). If you only have one FC, then that could be a 50% chance of loosing the FC on the first threshold check (if loss of FC means taking the ship out of battle, then the firer is going to choose that).

If you just have a set number, and set it based on ship size,
even with the ship owner choosing, they're going to end up
loosing useful systems after the 2nd check (assuming they used
the first threshold to get rid of all the least useful systems).


Well, as an added wrinkle to letting the target player choose each time, how about still rolling on a simple table like:
1-2 = no effect, 3 = lose one DEFENSIVE system (Screen, PDS etc) of choice, 4 = lose one OFFENSIVE (weapon) system of choice, 5 = lose one Firecon, FTL or damage Main Drive (choice), 6 = one core system hit (choice). If there is no valid system available (eg: a 3 rolled and all defences already gone), move UP the numbers until something is valid.


Actually, from memory (as I don't have a copy handy) I think this is something like the way Starmada handles it?

Jon (GZG)


-- Be seeing you, Web: www.glendale.org.uk Sam. IM: samuel.penn@xxxxxxxxx


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