Topic: Regeneration?
Random thought of the day...
Does anyone use regeneration on their ships?
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mj12games.com/forum → Starmada → Regeneration?
Random thought of the day...
Does anyone use regeneration on their ships?
We had a guy try it the other night... ended up stuck in the middle of the map with no engines or weapons, but plenty of hull during the first game, and then rolled all <5 for it the other game and exploded. I believe he's phasing it out in favor of more shields.
On a related note, how does regeneration interact with flotillas, if at all?
I sometimes use regeneration, primarily either for advanced ships or my Star Whale vessels in one of the settings, where I wanted them to feel organic. However, it uses up space I could use for laser lances...:)
I use it on my B5 Shadows to represent the Energy Diffusers.
I use it on B5 ships to represent Self Repair that is present on various Ancient vessels and the White Star.
We had a guy try it the other night... ended up stuck in the middle of the map with no engines or weapons, but plenty of hull during the first game, and then rolled all <5 for it the other game and exploded.
Didin't he use Damage Control?
IIRC, regeneration is used to repair hull, no?
Marc
Didin't he use Damage Control?
IIRC, regeneration is used to repair hull, no?Marc
Yah, regen only repairs hull. We weren't playing with Damage Control, though, and by the time he went "Uhh... can we use damage control?" a number of my vessels would've needed to have used it on previous turns, and we didn't want to retcon. We're bad at toggling options that need to be in effect from the beginning of the game, and we generally don't use damage control because it's kind of annoying / random enough that it can be either really useless or really frustrating. I guess we'd rather see Damage Control as a starship trait than having it be a universal combat option. Might have to hack that together...
But yeah, regen without Damage Control seems rather weak; it may keep you alive, but you'll be out of systems unless all that hull damage came from something like EHD or Cata, or any other effect that inflicts many hull hits without the corresponding number of systems hits (normally 2 systems hits per hull hit on average; with EHD, expectation is 2/3 of a system hit per hull hit, and with Cata it's 4/7 of a system hit per hull hit). So it's a specialized counter-trait for those kinds of damage sources and not generally worth using otherwise without Damage Control. I ended up using Directed Fire to cripple his engines and weapons rather than going for hull because I simply didn't have the firepower to destroy it outright, but I could definitely render it useless.
Sometimes we have games where I use 1 massive ship vs a large fleet and have regen the big guy. My big ships often have anywhere from 56-64 hull, so the regeneration can be MASSIVE on occasion.
Regen on anything not well protected and/or without a lot of hull is generally wasted, as is not having quantity over quality when it comes to weapons. Running out of guns is always the big problem I have when playing regen ships.
We hella banned it because it breaks campaign systems.
We hella banned it because it breaks campaign systems.
We had to tweak our campaign system around it; we just charged econ points for hull that had been repaired during battle, and if it couldn't be paid, then the regenerated hull points degenerated after battle. It required a little more book-keeping, since we had to track how many points of hull had been regenerated on each ship, but it worked out.
I like the House Rule that Damage Control and Regeneration during a Tactical Turn and Construction, Repair, Replenishment of Ammunition, and travel outside one's Supply Chain consume Cargo. An entire fleet may be inconvenienced if it must do extensive mending and replacement. It could also be lost if it runs out of Cargo too far away from its' Supply Chain. From a Campaign point of view, weapons using Ammunition become an expensive liability for an Attacking force.
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