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Old April 17th, 2019, 02:53 PM
kilemall kilemall is offline
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Originally Posted by Flattened Sphere View Post
(1) end to the unlimited supply of missiles and sand canisters: you need to put in a magazine to hold them, and this takes up ship space

I go one step further, you have to track on usage, each round of shot uses up X missiles, you have to pay for them, and you have to spend time loading if you exceed the normal fire rate. This last part is particularly important in terms of nukes.

(2) restrictions on how much armour you can put on smaller ships (sliding scale, becoming more generous at higher TLs) so you don't have these 1000 ton ships that simply can't be touched by anything other than massed missile batteries or spinal weapons

I have a recent thread in The Fleet that goes into my take. Bottom line, armor is a real nice payoff but is exorbitant for small craft and painful for small shipe, whereas the bigger ships wlll tend to get most or max out and still have room for power, weapons and agility.

(3) the "to hit" size modifiers become 0, +1, +2, +3 and +4 so that hits are more readily registered, making combats shorter and sharper, and meaning that encounters between small, agile ships with their weapons grouped into smaller batteries don't become total stalemates. I am also contemplating adjusting the agility DM, but need to see how this plays out first.

I'm not touching any of that except in terms of range, further away you are the less likely to hit and less damage done, conversely as the range drops down below 100,000km the more likely to hit and more damage.

(4) spinal weapon potency adjusted. Instead of one roll to hit and penetrate and then umpteen rolls on the damage table if they do hit, they get umpteen attempts at a hit, and each hit that penetrates gets one roll. So instead of going turn after turn after turn and then landing a single crippling blow, they are doing steady work of degading the enemy.

I'm out to reduce the die rolling to a dull roar. As such I am going with a total tonnage of damage the shot does, split the damage and roll two times (three if small critical systems like computer or screens are hit), depending on the nature of the weapon it gets surface and then possible internal/overall, two overalls, internal then overall (meson), and radiation (which will expand the possible effects). So spinals are more likely to either miss, or blow the heck entirely out of a major system. In some cases they will break the integrity of the hull and the target ship isn't destroyed in a fireball, it loses major system control and can't accelerate much and eventually will break up into a debris cloud.

(5) Failure to penetrate the meson screen doesn't kill the meson hit altogether - it just means the meson screen's factor is added as a DM to the damage roll. Failure to penetrate the configuration does kill it, however.

Eh, this is a taste thing- I looked at using a combination of the config and screen roll as a sort of armor, but ended up sticking with the rolls as is.

One of the things you have to remember when fiddling with HG is if you are going to fiddle with the combat system, you are also by extension messing with the economics of the ship building, and IMO you want to maintain the desirability and drawbacks of each system and not by accident back into only one perfect build design.

(6) Reduction in additional rolls for armour is one per two factors of armour, rather than one per factor, so those big particle accelerators aren't quite so impotent against heavily armoured ships

I went with a different direction- the armor negates damage if it is equal or greater to the weapon factor. That means a lot of rolls don't have to be made since at X range Y weapon won't penetrate Z ship. This comes from tank and ship armor, it's pretty much bounce/a little spall/catastrophic penetration.

(7) Reduction of critical hits by over-size weapons is one per factor of armour, not one per two factors, but so that there will always be at least one critical hit. This makes hits by oversize weapons more survivable, whilst still ensuring that they make a nasty dent.

One of the things I did was put critical hits in reach of everyone- if they can penetrate the armor/defenses. But critical hits aren't 'system destroyed', they are for the most part 'system disabled/damaged'. The idea is to create a lot more 'engineering drama'. The tables are redone of course and look more like the CT ship damage table.

(8) Armour DOES reduce critical hits by oversize meson guns. The rationale is that these critical hits are the result of the additional shock of being shaken about by a massive blast (think depth charges and submarines), and armour is about improving the structural integrity of the ship. This logically would reduce the additional damage done by the shock of the blast, irrespective of whether the blast was inside or outside the ship.

I went at this CT/HG project about six different ways, and came up with one iteration where designers would spec different types of armor. For Meson Guns I came up with Nautilus armor, like that seashell the ship is heavily bulkheaded with the idea of limiting internal damage. I decided to go with the Striker version of MGs, the big internal nuke, so that didn't make the final cut.

(9) A requirement for additional life support supplies to be carried (and tonnage to be allocated to them) on ships intended for prolonged cruises away from their bases (or, alternatively, the provision of support ships to bring them these supplies); with rules of half rations and its effect on fighting efficiency when a ship finds its supplies running low for any reason.

Good campaign stuff, but since I would be inclined to use the life support supply rules from Beltstrike, life support is pretty light on the cargo bay and lighter still with access to a planet with food air and water. The thing to really gig a ship on when away from base is maintenance/parts, and reloading those magazines.

(10) Command and control rules to give some greater prominence to the Fleet Tactics skill.

I have a simple mechanism for that- the loser of the Fleet Tactics roll has to declare what their accels and course headings will be for all of his ships, and the target priorities. The winner then moves his ships and starts the firing order.

Between duels involving Ship Tactics same thing, except the winner also decides what systems get damaged in choice scenarios like weapons.

Like I say, I don't think the total package will be to everyone's liking; but if you'd like to give it a whirl and would like a copy of my revised rules, let me know.

You could post them up in the files section for everyone to pull whenever they want to.
YUMV- Your Universe May Vary.
YOMD- Your Opinion May Differ.
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