Re: FT: Damage Track Sliding Scale Suggestion
From: Alun Thomas <alun.thomas@c...>
Date: Tue, 4 Mar 1997 07:44:53 -0500
Subject: Re: FT: Damage Track Sliding Scale Suggestion
rickr @ ss1.digex.net (Rick Rutherford) wrote:
> On 24 Feb 1997, Alun Thomas wrote:
> > How about changing the damage track, so that it forms a triangle,
with each
> > row being 2 or 3 boxes shorter than the one above it?
> >
> There's a problem with this: "the poor get poorer". Once a ship has
> taken about 1/2 damage, it starts to degenerate into a drifting lump
of
> wires & circuit boards as more and more systems fail due to all those
> threshhold checks. This would make it easier to destroy the ships in
> the game, especially the large, "fear-of-ghod" capital ship. [...]
> Here's an extreme example for a 98-mass capital ship:
>
> damage boxes Threshhold roll:
> (13) XXXXXXXXXXXXX 6
> (11) XXXXXXXXXXX 5,6
> (9) XXXXXXXXX 4,5,6
> (7) XXXXXXX 4,5,6
> (5) XXXXX 4,5,6
> (3) XXX 4,5,6
> (1) X dead
Well, I was aware of this, which is why I suggested making all threshold
rolls at 6. Unfortunatly, as Graham Tasker noticed, this is too easy on
damaged ships.
So, I changed the proposal so that the first threshold check is still
against
6, but all subsequent ones are against 5 or 6. This seems to give fairly
similar
results to the current system.
damage boxes Threshhold roll:
(13) XXXXXXXXXXXXX 6 (83% of equipment should survive)
(11) XXXXXXXXXXX 5,6 (56% of equipment should survive)
(9) XXXXXXXXX 5,6 (37% of equipment should survive)
(7) XXXXXXX 5,6 (25% of equipment should survive)
(5) XXXXX 5,6 (16% of equipment should survive)
(3) XXX 5,6 (11% of equipment should survive)
(1) X dead (0% :-] )
This is actually fairly similar to the rate at which the mass 98 ship
falls
apart
under the current system, except that it's less granular.
Alun.