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2 hours ago, Xen said:

If  you could rewrite rules from scratch for SRS in FA what would you do?. Remember primarily for this exercise, that it appears the intent for small craft in FA is that they cannot travel too far from their parent carrier or operate independently outside of the command distance for too long. I understand that there will be as many answers to this as as there are Simpsons episode's but I would like to see the different ideas stacked up against each other. Remember the intent in FA appears to be to let SRS add to defense against torpedo attack..

If I get to wish list SRS rules from scratch...

1) I would try to make SRS act more like ships.  Give them a full stat line and a fixed size - no more varying squad size by wings.  

2) Unify the PD rules - have PD for torps and SRS be the same system.  That should cut a page or two out of the rule book and simplify things that unnecessarily have different rule sets.

3) Remove the PD Bubble.

4) Add Mars to certain SRS (fighters & interceptors) that allow them to fly CAP so they can link PD with a squadron.

You can follow a large discussion on the last couple of pages in this thread:

 

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What about your opponents?  We know you don't do Boarding; do you expect Torps to do anything?

Also, how many Bombers are you using?  A full Token provides a lot of PD coverage, and Aquans have a lot of SRS-carriers.

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16 hours ago, Alex Mann said:

What I'm really fearful of - knowing Spartan's current setup - is that these adjustments need to be subtle and/or VERY carefully thought through and tested, or they risk really screwing things up, and creating more problems that they solve. In other words, I have no confidence in SG at the moment to be adequately able to solve this issue.

And I was worried already about V 3.0...

 

Concerning SRS:

Imo for SRS to function like SRS should function it should be cut loose from it's current very short leash.

Imo there shouldn't be dedicated fighter and interceptor craft, there should be a single type of light attack craft that can be armed for either a fighter OR an interceptor role before every launch..

Imo the whole "bomber" idea is laughable in a space combat game, they should be called heavy attack craft instead, and they should deploy standoff missile weapons from way beyond PD range to attack their target.

 

Just   my2cents_zps7cea04ca.jpg  worth...

 

 

 

 

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I don't play much with SAR's and have little problem with the current rules but if I were to change anything in the SAR's rules it would be to transpose Mv on fighters and interceptors. fighters are currently an 18 Mv change that to 12. and Interceptors a Mv. of 12 change that to 18. I would use interceptors as a CAP for Carriers BB's and Dreadnaughts that can carry wings. I would also up there PD by 1 make them a 3 PD and fighters by 1 making them a 2. Assault craft would also be upped by 1 and made a 2 PD. I have always thought the role of an Interceptor is a CAP on Capital ships fighters are escorts for assault craft and bombers. 

 

yes no thoughts 

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That could possibly work, if SRS  lost their capability to defend against torpedoes and boarding  assaults.  Otherwise, both of these weapons will be essentially nullified. 

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On 12/5/2016 at 2:31 PM, Endgame said:

If I get to wish list SRS rules from scratch...

1) I would try to make SRS act more like ships.  Give them a full stat line and a fixed size - no more varying squad size by wings.  

2) Unify the PD rules - have PD for torps and SRS be the same system.  That should cut a page or two out of the rule book and simplify things that unnecessarily have different rule sets.

3) Remove the PD Bubble.

4) Add Mars to certain SRS (fighters & interceptors) that allow them to fly CAP so they can link PD with a squadron.

You can follow a large discussion on the last couple of pages in this thread:

 

Yes. Also if they remain "cheap" points wise you can just have them activate last in a turn (base rule, could have quick launch have them activate with their parent, or that could be when they activate similar to now).

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Personally I would like to see the old "Safe Movement rules" though Asteroid (and Debris) Fields be brought back.

Basically that rule was that if you only moved your ship/SRS at half your base MV you would not provoke a Maneuver Check and could move without taking damage through or in an Asteroid Field (and Derbris Fields under 2.0).

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Having a 33% chance for smacking into live ordinance sounds pretty dangerous to me.  However, the triple-random nature for both types is annoying.

1. Roll to dodge Asteroids/roll on Debris effect table

2. Roll to see how many AD impact the Model

3. Roll the AD to finally resolve the Terrain effects.

Also, Debris only impacts one Model in the Squadron while every other Terrain impacts Models... or the one everyone hates: some Terrain is resolved by the Flight Base; the rest is by Flight Peg.

Consistency is better.

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Having a 33% chance for smacking into live ordinance sounds pretty dangerous to me.  However, the triple-random nature for both types is annoying.

1. Roll to dodge Asteroids/roll on Debris effect table

2. Roll to see how many AD impact the Model

3. Roll the AD to finally resolve the Terrain effects.

Also, Debris only impacts one Model in the Squadron while every other Terrain impacts Models... or the one everyone hates: some Terrain is resolved by the Flight Base; the rest is by Flight Peg.

Consistency is better.

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All Collisions are resolved when the Flight Base comes into contact with 'collidable' Terrain (p. 52), which are Comets, Asteroids, and Planetoids.  Everything else is resolved when the Flight Peg is within Terrain (Debris, Gas Clouds, Comet Tails, Gravity Wells).

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