Had a great time and a lot of fun so now that I've played it twice I think I can offer some of my observations. Just some feedback that I hope reads as trying to be helpful. I wrote almost all of this offline so it looks like I talked about stuff already talked about but at least you will see my view point.
Ship Classes
Totally feel that those new numbers are still off. Even the revised 8k is hella high to me. Mine is around 1300 so even if it was taller and wider it would be difficult to hit that number. What are we gonna do? Have a table sized ship where we move the table as it’s stand? While I love Iomedes newest SHIP, I tried to imagine playing with it as a piece. Right now I think we are pushing the limits/capacity of sizes and playability. The actual SHIPs to play so far hang over the edges of the tables so bigger
Definitely liked the oopsidaisey I had where I combined (truly Accidentally) the new stats with the old class levels. (I blame Steve as his copy of the new stats did not have the volume/class references so I used the old volume class data) That’s why Jaron’s and mine ran differently I think. I ran big blue as a class 12 with 96 power. It was not over nor under powered in my opinion and died reasonably well. It did damage to be sure, but a heavy like that should be be able to be onry.
Another thought is to have a “free” special ability (defensive, offensive, etc) related to class. Not sure if this would be items existing or something to be developed. Just a thought but one could choose from three available and would add playability and surprise to Ship creation.
Splash Damage
Feel that it was a little out of proportion too. I feel it is good for the game but needs to be modified.
Current rule:
Class of ship exploding = (#). So if I understand the rule correctly, (#) of die determines damage applied to any ship that is within (#) of units of exploding ship.
No mention of where measurement is taken from so the front of the ship (furthest away from the overloading drives) causes same effective range as the rear.
Also feel that there should be a roll to determine if the ship has a catastrophic kaboom. This could be mitigated with a bonus from having more than the minimum crew. I mean Scotty can’t work miracles if hes not on board.
Alternatives:
A.) < .5(#) range= full (#)D6 damage; > .5(#) to (#) range= .5 (#)D6 damage
i.e. a Class 12 goes boom –Full 12 D6 Damage up to 6 units, 6 D6 damage from 6 to 12 units out
Hurts up close but less so further out.
B.) Need a point of reference for measuring damage effective distance. Do not feel measuring from any edge of the ship is the best method. Maybe centered around drive/engine section.
Just read the above again and saw Jame's idea on this. Most likely simpler eh?
Shields
Really need a method of recharging shields. That’s always the idea of shields is that they are energy based in my opinion. I like Star Wars’ methodology. It may be just me but to only use them as sparkly armor is a hole in the game.
Possibilities:
Must have equipment like a shield capacitor/converter.
Can roll a D6 for chance of overload (Shield Failure)
Can roll a D6 for chance of %recharge
Auto % recharge if no damage absorbed in a turn.
Engine power diverted to shields?
Heat penalties? Turn penalties?
Class limits? Large & Capital?
RANGE/Firing Arcs
Weapon ranges. Are they measured from an edge of the ship? Weapon arcs/ turrets. If a turret is on a ship it needs a point of reference to determine arcs and ranged. Makes a difference on the larger classes. Need some details on this.
Capital Class Weap
I don't like the spotter idea for the long ranged direct fire weapons (especially with such a narrow firing arc) so help me understand the reasoning behind this please. Damage was nice in play but never got to use the range. Freaking roids! Need rules for shoosting da rocks. Do they vaporize? Do they cascade and cause a chain reaction causing them to be projectiles that wreak havoc and destroy everyone's fleet.
Auto Hit
Shouldn’t there be rolls to hit? Attack vs. defense numbers or something? That's what I couldn't put my finger on that was bugging me. All weapons hit with almost no chance to miss or graze.
Damage to ship systems causing adverse effects. Critical hit system would work. Again a D6 system to randomize.
Just tossing out niggles for conversation.
Ship cards/ship builder
Needs to have range, damage and effects referenced for weapons and defenses and such. Would keep us from constantly looking up data from the rules. and could still be used with drop down lists.
Fighters need to have optional squadron values noted on sheet (may help keep a dumbass like me from using a single fighter when there’s a freaking squadron there.)
So, I think that the ship builder could be done in a way that the output would be the ship sheet. A lot of work but damn fine end results.
Jump Gates
I heard we played it differently at our table than you two did in your remote corner.
I liked the ring representation. I also think that we may be able to have it directional so that inbound jumpers know how they will be oriented. The stacking system in the corner didn’t work out well for me but that was more of a layout thing.
The way we did it was that incoming jumpers had a 1 turn “grace” period where no actions could be taken nor be made against them. While you guys had it where the jumper was a “dead stick” for one turn so it allowed in zone defenders to attack with impunity for that turn.
To me the dead stick makes sense but we could call it a phase imbalance or something to justify no shoosting for a turn. I like Jaron’s idea about augmentation equipment making it work sooner. What about a chance to roll for whether or not your ships phase in? Bad luck would cause delays in battle plans and such.
Next Game Setup
Bigger tables yo! When we decide a time frame I will reserve upstairs. Again, money pays so we may have to reschedule but I’ll get us on the books and they will not bump us if they do not have to.
I like the jump gates and think we should have a very long center table with "pocket" side tables that are at least as large as this last games' center table.
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Maybe have a different rules format for space stations and fortresses as it pertains to volume and such. Seems to me a different category than a class do ship by definition. And since stations typically only have thrusters and two ships in most of the fiction (Death Star not included but that thing was the size of a moon!) it could be done. I like the referenced station, sucker is huge. That could have hull and armor repair facilities for any size ship.
I added a not but then removed it due to this now being more public than before. I'm sending it to James now to see how he may want to proceed with this. Call me paranoid but you never know.