jwpacker wrote:I, too, am generally pleased with the changes. There are optional rules aplenty to modify them to suit most any need. So far, unless I've missed something, the only thing I feel like was missing was customization rules for fighters/fighter flights and drones - I think I'll miss the old system here more than anywhere else.
Also, while we do have Piercing for reducing the effectiveness of Shields, there's no equivalent to reduce the effectiveness of armor or ECM (except the ECCM optional rules, but that's not a weapon feature). I'd also like to see the equivalent of the old Ignores Shields, and Ignores Armor would be useful for modeling meson weapons from Traveller, but would have to be a pretty darned high multiplier, I think, to be allowed.
The fighter customization is pretty limited, yeah... just the six traits on the bottom of page 15 / top of page 16. A lot of the cheese in AE, though, was from killer strikers, which relied heavily on being able to combine lots of small craft traits and speed 15, so this seems a reasonable reaction. It's easier to expand systems by adding traits than it is to go "Hey guys, we goofed on X-trait, don't use it."
Well, Fire Control helps against ECM, and Catastrophic certainly seems like a valid counter to Armor... . Also, one viable 'weapon level' counter to ECM is to increase the Base Attack Strength of the weapon; if you double it, then you effectively ignore two levels of ECM. And extra hits against un-ECM'd targets to boot!
As for Ignores... frankly, they're one of the things I'm happiest didn't make it into Nova. The extra shieldbreaking traits in the Rules Annex were one of the places AE went really wrong - they rendered shields basically an inviable defense, especially when put on fast strikers or high-Acc weapons, which moved the game even more towards a quick-draw style of combat ("Whoever shoots first wins"). The increased variety and availability of defenses in Nova (and lack of easy, total-circumvention counters like Ignores) suggests that perhaps one of the design goals was to move away from that type of gameplay.