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RE: Critical hits (was Limits on armour?)

From: "McCarthy, Tom \(xwave\)" <Tom.McCarthy@x...>
Date: Fri, 7 Jul 2006 11:13:52 -0400
Subject: RE: Critical hits (was Limits on armour?)

> I prefer any system damage done outside of thresholds to simply be
> "leak" damage (i.e. not critical) of a random system here or there.

Something like, for every DCP hull box eliminated, a single randomly
chosen system takes a threshold check on 4+ (or 3-) ?  Just an even
salting throughout the damage track of points where a system might or
might not go away.

> One thing that bugs me about Full Thrust is the fact that you can be 
> attacked primarily from one direction and lose the weapons on the 
> other side of the ship. I know people have PSB to cover it, and I know

> there is no easy fix to the problem.

For directional damage, you'd start getting into the old supership
builds, with separate quadrants of the ship having separate damage
tracks and separate systems.  

I suppose one could get by with separate damage tracks for quadrants,
and then threshold checks on a track would be more likely to affect
nearby systems.  Losing the second row on the port damage track means a
check on 3+ for port-bearing weapons and 5+ for other systems, for
example.

Yeah, I'd have to say the game plays better as is.

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