TheEngineer
SOC-14 1K
Hi !
In order to proceed with my MT space combat software I would like to request for comments regarding some rules stuff.
As its really "just" a rules question I placed this topic here and not in "Software Solutions".
As You might have noticed I lately had (and still have) the problem with interpreting the "Visual Range/Critical hits" rule, as this rule might offer a kind of battleship killer possibility for even a well designed fighter.
So how do other MT referees handle this part ?
One thing in the software, which I still have to implement is the interrupt system.
Right now I use a workaround by resolving a kind of initiative task to get the side which has its turn first.
As the handling of interrupts is quite important factor for the combat procedure, I would like to know how other gamers handle this.
In a one on one combat the side which takes its turn first could be interupted by the other one.
As this could be tried again and again, it seems not to be a question if the interupt succeeds, but just a question when.
Another related question is about the attack sequence.
Right now, I first resolve ALL "to hit tasks" in order to get the number of actual hits.
Having this number I am able to allocate appropriate defenses by the attacked ship.
Then I resolve the "to pen" tasks for all of these hits.
In the last step I resolve and apply the rsulting hit damage...
This would be more difficult if each single attack is resolved in an individual way or if an interupt happens in the middle on an attack sequence, as I will not know how many total hits there will be and how many defensive batteries are necessary.
So, whats your practice here....
I would be quite happy to receive some useful comments on this stuff, so I could finish the
program
Best regards,
Mert
In order to proceed with my MT space combat software I would like to request for comments regarding some rules stuff.
As its really "just" a rules question I placed this topic here and not in "Software Solutions".
As You might have noticed I lately had (and still have) the problem with interpreting the "Visual Range/Critical hits" rule, as this rule might offer a kind of battleship killer possibility for even a well designed fighter.
So how do other MT referees handle this part ?
One thing in the software, which I still have to implement is the interrupt system.
Right now I use a workaround by resolving a kind of initiative task to get the side which has its turn first.
As the handling of interrupts is quite important factor for the combat procedure, I would like to know how other gamers handle this.
In a one on one combat the side which takes its turn first could be interupted by the other one.
As this could be tried again and again, it seems not to be a question if the interupt succeeds, but just a question when.
Another related question is about the attack sequence.
Right now, I first resolve ALL "to hit tasks" in order to get the number of actual hits.
Having this number I am able to allocate appropriate defenses by the attacked ship.
Then I resolve the "to pen" tasks for all of these hits.
In the last step I resolve and apply the rsulting hit damage...
This would be more difficult if each single attack is resolved in an individual way or if an interupt happens in the middle on an attack sequence, as I will not know how many total hits there will be and how many defensive batteries are necessary.
So, whats your practice here....
I would be quite happy to receive some useful comments on this stuff, so I could finish the
program

Best regards,
Mert