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Post by TheDreadnought on Oct 25, 2010 12:24:28 GMT -5
Here's a thread for everyone to share their ideas and things they'd like to see in Colonial Battlefleet. New weapon systems, rules, etc. Post your ideas here!
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Post by TheDreadnought on Oct 25, 2010 14:07:45 GMT -5
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Post by TheDreadnought on Oct 25, 2010 14:08:28 GMT -5
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Post by pixelgeek on Oct 25, 2010 15:11:57 GMT -5
ECM as an optional rule but keep it simple by allowing ships to put their Fire Control points into ECM or ECCM
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Post by TheDreadnought on Oct 25, 2010 16:32:54 GMT -5
Can you explain in more detail?
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Post by pixelgeek on Oct 25, 2010 18:18:48 GMT -5
Ships could buy an ECM weapon (size of the weapon based on the ship size) and this allows them to then, at the beginning of the turn, change their Fire Control value into ECM points. This means that they can't fire as much, or at all.
More ECM makes it difficult to hit the ship adding to the range of the ship. Any enemy vessel can use their Fire Control points to reduce the target's ECM value. Again, limiting their ability to fire weapons as their FC computers are trying to burn through the ECM.
Scouts could be used to eliminate ECM for the entire fleet giving them an additional function on the battlefield.
Might want to add a speed cap to ships using ECM (perhaps based on size) so that there are more negatives to using ECM
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Post by admiralgrafspee on Oct 25, 2010 18:23:52 GMT -5
How about the ability for a ship to be a scout without having to have a cloaking device and the ability to have a cloaking devise without having to be a scout (and for larger ships of course).
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Post by warchariot on Oct 25, 2010 23:40:00 GMT -5
So like a reverse fire control? Where it added range to hit for each one used?
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Post by admiralgrafspee on Oct 25, 2010 23:46:53 GMT -5
So like a reverse fire control? Where it added range to hit for each one used? This idea is sounding pretty cool. That means if ECM is a penalty to hit, then all ships pretty much have ECCM up with regular fire control... but if scouts had an active ECCM, they could reduce the ECM of a particular ship making it easier for ALL ships to hit it. Scouts kind of already do that - and they also kind of already have a form of ECM (one that doesn't let you add your FC to hit them). Hmmm.
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Post by pixelgeek on Oct 26, 2010 8:58:46 GMT -5
So like a reverse fire control? Where it added range to hit for each one used? Exactly
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Post by admiralgrafspee on Oct 26, 2010 12:01:43 GMT -5
I guess to elaborate on that a bit: Fighter-bombers-d8's I think make the fighter bomber concept work. Since they will be quite dynamic they should probably have a higher tonnage than strike fighters Large Weapons-Large weapons take up 2 or more spaces on a single hardpoint -I think Large weapons should either have a very high tech level, or require a combination of two different techs. They should be rare and races should have to tailor their tech levels towards getting access to them -I think to avoid making any new combat mechanics all large weapons will still only cause a single critical hit - to offset this, and to reward for the tech specialization, they should probably do a bit more damage than for an equivalent amount of normal sized weapons. -It would be great to have some large weapons that worked on size 2 ships. In fact there probably doesn't need to be a "class" limit on the weapons as the size of the weapon will dictate the smallest ship it can be on.
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Post by trent on Oct 27, 2010 2:53:01 GMT -5
re: Large WeaponsFC costs a lot. Stacking weapons onto a single hardpoint is a huge savings in FC costs. Restricting a hardpoint to a single weapon on a large ship is extremely inefficient. Any Large Weapon had better have a big payoff. E.g. A Battleship can mount 5 heavy railguns on a single hardpoint. That's 60 hull damage if all shots hit. Any Large Weapon that competes with that loadout, and yet is restricted to one possible critical, had better have an equivalent damage output (or some other major benefit) in order for it to be worthwhile. The Space Battleship Yamato's wave motion gun is another good example of a Large Weapon. It provides some interesting possibilities in other types of limitations that could be applied to Large Weapons other than just Tech Levels. -slow to fire, takes a turn to charge -energy from engines must be redirected to fire -energy from shields must be redirected to fire -energy from other weapons must be redirected to fire -possible further limitation of LOS to fire ...and a couple more possible benefits.... -all ships down the shooting lane are possibly hit and take damage (similar to Grape Shot). -if a critical is rolled, no possibility of a "No Result" effect, using any of several mechanics (reroll, +5, 3d8, etc).
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Post by robertthedamned on Oct 27, 2010 6:23:22 GMT -5
I've also been toying with the idea of 'spinal' weapons: Essentially allowing ships access to weapons one size bigger than they should normally be allowed but it has to be in a fixed mount that only shoots in a straight line.
Obviously for battleships that have access to all the weapons that's not such an advantage, rules for some sort of super weapons would be cool. Massive damage rates and penetration but leave the ship totally vulnerable (perhaps for the whole next turn they only drift with no shields or weapons?). And perhaps make the area of effect weapons rather than targeting a single hex, so they either create a large explosion or shoot a massive beam of energy hitting all ships in its path.
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Post by toaster on Oct 27, 2010 15:59:03 GMT -5
The problem with straight line shots on a hex board is that there can be hexes in range that you can not bring your weapon to bear on, so at minimum a 30deg arc is required (if using 12 point movement). Area effect is a good advantage, SD Torps give one option in that range already but more variety would be better.
As for smaller ships taking oversize weapons, how about a rule thats states this can be done but it fills an extra hardpoint per class difference, this you could have a destroyer with a heavy rail gun but that would be all it had, obviously unbalanced in the armegedon scenario of course, so it may need more special rules than its worth.
I'd like to see rules for armed freighters (the Vata's War books and the corporate scenario from More Thrust are on my must play list) Perhaps limited in weapons mass as per fleet supply ships but all magazines (missiles, torpedoes and mines) count double to represent the large cargo space.
Robert
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Post by pixelgeek on Oct 27, 2010 16:09:16 GMT -5
The problem with straight line shots on a hex board is that there can be hexes in range that you can not bring your weapon to bear on... That is entirely the point behind spinal mount weapons though. Typically they only hit targets in the hexes directly in front of the ship. Which is why you put stupidly powerful weapons in them :-)
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Post by valthonis on Oct 31, 2010 1:58:41 GMT -5
Ooooh, I have a LOT! I'll have to compile them into a readable file and attach it.
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Post by TheDreadnought on Oct 31, 2010 8:55:31 GMT -5
Spinal mounts are planned to be released in Colonial Battlfleet: Empire Space which should be our next one up after Man vs. Machine (and RotB2).
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Post by admiralgrafspee on Oct 31, 2010 23:03:22 GMT -5
Spinal mounts are planned to be released in Colonial Battlfleet: Empire Space which should be our next one up after Man vs. Machine (and RotB2). Looking forward to all of them! Harry, as you've mentioned, there will be a lot of "new" things in the fleet books to help "model" the genre. Will these expanded rules also be built into the ship design rules so we can use them in our custom fleets?
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Post by warchariot on Nov 1, 2010 18:04:42 GMT -5
Spinal mounts are planned to be released in Colonial Battlfleet: Empire Space which should be our next one up after Man vs. Machine (and RotB2). Looking forward to all of them! Harry, as you've mentioned, there will be a lot of "new" things in the fleet books to help "model" the genre. Will these expanded rules also be built into the ship design rules so we can use them in our custom fleets? Harry has said he would like to do this once several fleetbooks are out, but it won't be soon. You may want to do this by hand so to speak or agree to what you can use out of fleetbooks with the core rules.
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Post by TheDreadnought on Nov 1, 2010 19:21:01 GMT -5
All the new stuff will be compatible with the core rules so you can build it in by hand.
For each fleet book, the ship builder is going to contain that setting's info, plus the core so you wont be able to combine different fleet book tech onto the same design - using the ship builder.
As Warchariot says, eventually I will release a consolidated ship builder maybe, but that is a long way away. In fact until there is more than one fleet book out, this is completely a non-issue anyway.
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