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Splash damage - full & half damage & close / far range. No domino effect.
Damage should go to ships immediately next to the exploding ship. No class 1 explosions. A standard damage role based on class instead of ammo and such should be made. For example a class 6 ship could generate 36 points of damage to surrounding ships. 36 to each ship within 1 unit of the ship
Railguns - what if they did some damage to crew (by punching holes in a ship and decompressing sections of a ship) rather than their shitty armor-piercing ability they have now? Shields would protect against this, and a "compartmentalization" defense would cut this crew damage in half when shields have fallen. This seems logical to me as well.
I still think the armor should be pierced. And for each piercing shot the ship loses one crew.
FTL - Maybe flatten things out so that all ships could jump every 3 turns? Jump a bit further, like 8 or 10 units instead of 6? We could allow jumps more often, but build in a margin of error for making these "wild jumps" without good calculations. There's some more options we discussed around this, but that's the core of it.
The FTL jump range is based on how many points you put in it, and then the total jump range is calculated depending on the modifier of the class ship. We could increase that base number to 8. I think 10 may be too much. We could allow for out of range jumps that would require a 1d6 die roll. 3 or less you blowup.
Medium ships need to be effective workhorses and we didn't feel like we had that yet.
There are still some pretty good options for medium class ships. Armor is worth 3 for every point put in it. There are heavy armor options as well. You could make bonuses for mounting medium or large weapons to help. Lowering cost of mounting a medium weapon to 1or2. Doubling that cost on small ships would help offset that as well. This would make it somewhat prohibitive for small ships to take medium and large weapons as they have in the past, this would allow medium ships to have an edge in fire power as they should in the case of often going toe to toe with small ships.
Small / Medium / Large / Capital Railgun - When attacking a target (after shields have fallen,) deal 1 damage to life support for every "6" that is rolled on damage dice.