Topic: New Systems and Upcoming Books
Just wanted to ask about some stuff that was discussed back during SMX, and whether or not we could look for it at some point in AE:
1.) Area of Effect other than 1 hex Radius:
While I love the current AOE, I'm curious as to the possibility of other forms of AOE, including AOE Line (all hexes along a path between firing ship and target hex), AOE 1 Hex (like the current AOE, but only a single hex), and the like.
2.) Slow(er) Firing Weapons:
While I love the 2-turn weapon 'slow firing', Id like to see 3 turn weapons as well, both for duplicating SFB portability, and to further increase options. I agree that 3 turns is probably a limit.
3.) Ablative Armor:
You remember. I loved the idea, but it was my idea, so of course -I- loved it.
4.) More specific anti-fighter options:
While the 'Anti-Fighter' weapon that avoids the fighter to-hit penalty is a nice start, it would also be nice to have weapons that suffer a penalty against ships, in exchange for loosing the penalty against fighters (Ideally at no CR mod or even a negative CR mod, as fighters are less common than ships). Beyond that, something that could ONLY hurt fighters (at a major CR break) would also be lovely.
5.) Firing Time Options:
We can sort-of do this with dual mode weapons (depending on interpretation, see next post). However, a specific modifier could also work, espc. if the dual mode interpretation doesnt work.
6.) Extra Other Damage Weapons
Extra Hull damage is neat. Might we at some point expect to see extra sheild, weapon, or engine damage? How would they be costed, inasmuch as the x3 of 'Extra Hull Damage' seems high for systems that are non-essential (though I note that shield/engine/system damage occurs 1 time in 3, suggesting the appropriate value thereof would be x4. This seems very high, except (perhaps) for 'Extra Weapon Damage' weapons)