Talk:Battle of Randall Prime: Difference between revisions
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'''100thlurker:'''<br> | '''100thlurker:'''<br> | ||
''Feedback'' <br> | ''Feedback'' <br> | ||
Recommend drop AA scores as a passive defense entirely. Anti-missile defense as | Recommend drop AA scores as a passive defense entirely. Anti-missile defense as reaction fire from your weapons definitely works and works well and is tactically interesting. I think it is preferable to a static defense (perhaps AA can be dropped for ECM?) | ||
:*Perhaps certain weapons such as Anti-matter Guns have a lower TN to defend against missiles. | :*Perhaps certain weapons such as Anti-matter Guns have a lower TN to defend against missiles. | ||
Battle seems to reflect my concerns that the formation rules strongly favor attacks in column and punish firing lines severely. Fixes: | Battle seems to reflect my concerns that the formation rules strongly favor attacks in column and punish firing lines severely. Fixes: | ||
:*If line-of-fire passes through *any* friendly ships in formation, rather than every 2 friendly ships, TN is raised. | :*If line-of-fire passes through *any* friendly ships in formation, rather than every 2 friendly ships, TN is raised. | ||
:*Arbitrary formations instead of based purely on map reading. | :*Arbitrary formations instead of based purely on map reading. | ||
Frigate ECM buffs are definitely effective. <br> | Frigate ECM buffs are definitely effective, though recommending 5/6 may have had unintended consequences. High ECM Frigates as spotting for + Capital/Heavy Laser armed capitals and cruisers definitely appears like it will work as intended.<br> | ||
Increases in direct fire ranges without proportional increases in Speeds is potentially a mistake. With low Speed ships the effect of PC skills are massive, see the end-turn where an entire Jardin formation dashing into Anti-matter Gun range. | Increases in direct fire ranges without proportional increases in Speeds is potentially a mistake. With low Speed ships the effect of PC skills are massive, see the end-turn where an entire Jardin formation dashing into Anti-matter Gun range. | ||
:*Either shrink direct fire brackets back to their original form or extend ship movement. | :*Either shrink direct fire brackets back to their original form or extend ship movement. | ||
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Full offensive leads to eggshell combat with battleships casually foundering in 2-3 turns, which while probably working as intended with NPC combat, may be difficult now that PvP is a likely possibility. | Full offensive leads to eggshell combat with battleships casually foundering in 2-3 turns, which while probably working as intended with NPC combat, may be difficult now that PvP is a likely possibility. | ||
:*+Half(round up) weapon pool instead of double? | :*+Half(round up) weapon pool instead of double? | ||
:*Perhaps double weapons Full Offensive should be limited | :*Perhaps double weapons Full Offensive should be a limited Special Order requiring command checks or the use of a resource? | ||
:*Defensive doubles ECM as well as shields? | :*Defensive doubles ECM as well as shields? | ||
:* | :*In line with the previous suggestions, perhaps "normal" stances have a +half effect while attempting a command check can have double effect. Defensive normally only adds +half shields, Offense normally adds only +half weapons, pass a command check to Double them. | ||
:*Consider Disengage/Retreat Stance |
Latest revision as of 21:01, 1 June 2015
Lokar:
- I'll play variable number of Imperial battlesheeps.
Mal:
- Whatever lets me use Fleet Command
Holle:
- Jardin battlesheep! Variable number. (I figure 4-6 depending on how many people join up on Jardin side, might also be some of the destroyers if nobody takes the poor tincans
100thlurker:
Feedback
Recommend drop AA scores as a passive defense entirely. Anti-missile defense as reaction fire from your weapons definitely works and works well and is tactically interesting. I think it is preferable to a static defense (perhaps AA can be dropped for ECM?)
- Perhaps certain weapons such as Anti-matter Guns have a lower TN to defend against missiles.
Battle seems to reflect my concerns that the formation rules strongly favor attacks in column and punish firing lines severely. Fixes:
- If line-of-fire passes through *any* friendly ships in formation, rather than every 2 friendly ships, TN is raised.
- Arbitrary formations instead of based purely on map reading.
Frigate ECM buffs are definitely effective, though recommending 5/6 may have had unintended consequences. High ECM Frigates as spotting for + Capital/Heavy Laser armed capitals and cruisers definitely appears like it will work as intended.
Increases in direct fire ranges without proportional increases in Speeds is potentially a mistake. With low Speed ships the effect of PC skills are massive, see the end-turn where an entire Jardin formation dashing into Anti-matter Gun range.
- Either shrink direct fire brackets back to their original form or extend ship movement.
- Such a heavy AMG armament feels inappropriate - in the rescheming of battleships they should probably have an increased Capital/Heavy Laser armament with only 2-3 points of AMGs as secondaries.
Full offensive leads to eggshell combat with battleships casually foundering in 2-3 turns, which while probably working as intended with NPC combat, may be difficult now that PvP is a likely possibility.
- +Half(round up) weapon pool instead of double?
- Perhaps double weapons Full Offensive should be a limited Special Order requiring command checks or the use of a resource?
- Defensive doubles ECM as well as shields?
- In line with the previous suggestions, perhaps "normal" stances have a +half effect while attempting a command check can have double effect. Defensive normally only adds +half shields, Offense normally adds only +half weapons, pass a command check to Double them.
- Consider Disengage/Retreat Stance