Modified Combat Factor Breakpoints
Posted: Fri Oct 05, 2007 10:32 pm
As currently written, only two breakpoints exist in the CSCR for reducing a unit's combat effectiveness: uncrippled and crippled. Before a ship is crippled, combat factors are at full strength, and once crippled they are halved (round down). Combat factors include AS, AF, BC (Basing Capacity), and all special unit ability functions.
After a post by Sean Martinez on the YahooGroup on the subject, I got to thinking: would there be merit to creating two additional breakpoints to allow for more gradual degradation of abilities?
This entirely experimentational concept is to keep the two existing breakpoints, but add additional breakpoints based on the amount of attrition damage a unit has received.
* If a unit is uncrippled but has accrued attrition damage equal to or greater than half its DV, then the ship takes a damage level and its combat factors are reduced to 75% of normal (round up).
* When crippled the normal effects occur, but round fractional remainders up instead of down.
* If a unit is crippled but has accrued attrition damage equal to or greater than half its DV, then the ship takes a damage level and its combat factors are reduced to 25% of normal (round up).
* When the ship is destroyed, it is removed from play.
Because most ships are either crippled/destroyed in a single turn by damage, this distinction won't matter much; however, in small battles with fewer combatants, it could allow for better parity to be achieved between forces.
For example, take a hypothetical Heavy Cruiser (CA) with DV 7, AS 7, AF 2, BC 2, LR 5, and Shields (3) [Not: This hypothetical cruiser likes warp speed, Mr. Sulu]. At each break point, it would have:
1) (Uncrippled, 4-6 Attrition): AS 6, AF 2, BC 2, LR 4, Shields (3)
2) (Crippled): AS 4, AF 1, BC 1, LR 3, Shields (X)
3) (Crippled, 4-6 Attrition): AS 2, AF 1, BC 1, LR 2, Shields (X)
[Note: Shields no longer function once a unit is crippled; if it had been another ability it would have went 3 => 2 => 1]
This has the effect of making ships slowly but surely lose combat effectiveness, so if you *do* manage to score a decent enough of attrition damage to a target it will actually make a difference.
I haven't had a chance to really playtest this in a "live fire" scenario, but I will probably give it a try before too long to see if the idea is sound or not.
On the surface it creates an additional hassle when playing out a battle, but on the other hand it does provide a benefit to game balance.
Thoughts?
After a post by Sean Martinez on the YahooGroup on the subject, I got to thinking: would there be merit to creating two additional breakpoints to allow for more gradual degradation of abilities?
This entirely experimentational concept is to keep the two existing breakpoints, but add additional breakpoints based on the amount of attrition damage a unit has received.
* If a unit is uncrippled but has accrued attrition damage equal to or greater than half its DV, then the ship takes a damage level and its combat factors are reduced to 75% of normal (round up).
* When crippled the normal effects occur, but round fractional remainders up instead of down.
* If a unit is crippled but has accrued attrition damage equal to or greater than half its DV, then the ship takes a damage level and its combat factors are reduced to 25% of normal (round up).
* When the ship is destroyed, it is removed from play.
Because most ships are either crippled/destroyed in a single turn by damage, this distinction won't matter much; however, in small battles with fewer combatants, it could allow for better parity to be achieved between forces.
For example, take a hypothetical Heavy Cruiser (CA) with DV 7, AS 7, AF 2, BC 2, LR 5, and Shields (3) [Not: This hypothetical cruiser likes warp speed, Mr. Sulu]. At each break point, it would have:
1) (Uncrippled, 4-6 Attrition): AS 6, AF 2, BC 2, LR 4, Shields (3)
2) (Crippled): AS 4, AF 1, BC 1, LR 3, Shields (X)
3) (Crippled, 4-6 Attrition): AS 2, AF 1, BC 1, LR 2, Shields (X)
[Note: Shields no longer function once a unit is crippled; if it had been another ability it would have went 3 => 2 => 1]
This has the effect of making ships slowly but surely lose combat effectiveness, so if you *do* manage to score a decent enough of attrition damage to a target it will actually make a difference.
I haven't had a chance to really playtest this in a "live fire" scenario, but I will probably give it a try before too long to see if the idea is sound or not.
On the surface it creates an additional hassle when playing out a battle, but on the other hand it does provide a benefit to game balance.
Thoughts?