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Post by patyrn on Dec 14, 2011 0:27:07 GMT -5
I'm curious if you've played around with more weapon range options?
I've been doing a lot of comparing of rule-systems and one of the only things I feel CB is missing is some more interesting range options.
Right now there's just d6, and d10. Both are fairly close-ranged as compared to Full Thrust or Starmada.
If you were to increase effective ranges across the board how would you do it? d8/12s? 2d6/d20?
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Post by toaster on Dec 14, 2011 0:51:17 GMT -5
My weapons build formula (somewhere on the forum) has a +ve modifier for D10 weapons and a -ve for D6 which suggests that a D8 weapon would have no range modifier when calculating its mass.
Harry did try some bonus to attack die weapons in the next book but they had to be scaled back because they were to deadly (especially when combined with a high firecon).
If your finding the ranges to short it probably means your going to fast, try adding the relativistic distortion rule to get players to slow down, the game is meant to be about ponderous ships of the line not fighters (just in my opinion of course).
Robert
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Post by patyrn on Dec 14, 2011 2:38:37 GMT -5
I can see what you mean about long range weapons being potentially too strong. You have to ensure that the alpha-striking capabilities of higher range don't overwhelm any potential downsides. Now that I think about it long range weapons would lose a lot of their appeal with CBs shield system, as they would effectively do nothing at all unless spammed in enough numbers to punch through shields and do meaningful hull damage.
I don't know how it could be made to work, but I would enjoy the added flavor of having more diverse weapon ranges. Maybe the spinal mounts?
For that matter, I'd enjoy seeing more weapons added that had gameplay implications beyond their stat lines. Chain-lightning guns, guns that displace enemy ships? I don't know. I like that CB has a much more interesting weapon mix than most games, with all of them being balanced. The more of that the better IMO.
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Post by toaster on Dec 14, 2011 3:34:07 GMT -5
The faction special rule concept is your friend with what your after, you can give a fleet a quite radical tweak that is balanced by a coresponding tweak of their opponents to produce matched fleets with very different play styles.
Eg. superior range, the fleet uses D8 and D12 in place of D6 and D10 for attack dice but they suffer from weak weapons and use D4 and D8 for penetration rolls.
Robert
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