Varsaavius wrote:As the size of the explosion increases, the amount of social situations it can't resolve approaches zero.
MasterEcabob wrote:I can't believe I didn't think about it eariler, the easiest thing to do would be to devide the ships into three classes.
Command Ship Class:
Capital Ship Class:
Support Ship Class:
We could use these three classes to make determining base engines, armor values, and cargo limits a TON simpler than they are now. But as for using it to unbreak ramming...
When ramming, each class of ships gets to roll a certain number of die, with the Command ships getting 3, the captial ships getting 2, and the support ships getting one. Fighters/interceptors/bombers don't get to roll any dice.
Once a ship has rammed another ship, both the ramming and defending ships roll their die and whoever has the higher roll survives while the other one is destroyed, which is basically a really dumbed down version of Rayhawk's charge rules.
But if we make it like that ramming will be completely up to chance? Not intirely, because we keep in your Add-an-extra-point-of damage-for-every-inch-the-ship-goes-before-they-ram rule. This means that any ship ramming will have the advantage over the other ship since they will be moving while the other ship won't. It also means that a single fighter can do an automatic six points of damage to a ship. While that doesn't sound like much against heavy armor, imagine a full squad of them ramming together. The catch though is that a fighter always dies when ramming, even if it destroyes the other ship. And since they don't get to roll any dice during a ram, any fighter that gets rammed by another ship automatically dies, which gives ships another way to kill those impossible-to-hit interceptors AND another usable dogfighting tactic.
I also though of a way to make the defence batteries actually useful. First though we would need to change the rule on destroying missiles so that they have no armor and instead have a agility rating of 16. We keep the part about the batteries automatically destroying missiles, but instead of leaving it at that, we give them 4d6 accuracy and set it so they only kill something when they get LOWER than the target's agility rating. This makes them very useful against missiles, fighters, and even frigates, but literally useless on anything bigger than a cruiser.
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."
As if we care. More explosives!
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