Re: Crew casualties weapon option is too cheap for its effect

Just join up to the SXShipyard group, if you want. The group needs some life injected into it...:D

Re: Crew casualties weapon option is too cheap for its effect

I just got approved as a member today..... evil grin.......


Next is my digital camera, so I can send in my attempts at scratch building.....


Nahuris

Re: Crew casualties weapon option is too cheap for its effect

I may be wrong but,dosn't TDR cancel Stealth Generator  :?:

Sal Valoy

Re: Crew casualties weapon option is too cheap for its effect

star-sal wrote:

I may be wrong but,dosn't TDR cancel Stealth Generator  :?:

Yes... but only if the TDAR lock is successful, and only for the ship using the TDAR.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Crew casualties weapon option is too cheap for its effect

Total newbie here, but from the FAQ cant you just 'pad' your ship with Security Troops or Troops or whatnot to give you a sort of 'crew armor'? Wouldn't that take the sting out of the crew destroying weapons to a point?

Re: Crew casualties weapon option is too cheap for its effect

Maybe the next version of S:X can have an equipment option like "stasis fields" or "survival pods" or some such that behaves same as Armor Plating but for crew hits rather than hull hits.  Just a thought.

For what it's worth, I spotted this ages ago;  check out the Yenpalo write-up that I did for the Starmada X: Brigade book (page 114).  If someone were to read the fluff, it even suggests fighters as a counter to the ECC/NHD combo.

Re: Crew casualties weapon option is too cheap for its effect

Nahuris: here's a suggested House Rule: "If it Ain't There, it Ain't There"

A hospital or repair ship is either part of a battle group and MUST be deployed with that group, or it is NOT part of that battle group and MUST NOT be deployed with it AND neither can the battle group gain any of its bonuses either before or after a battle. In strategy game terms, he's using the medics and repair ships as part of a stack and then insisting they be immune to damage dealt to that stack.

In terms of fiction, he's somehow decided that his empire has the "infallible FOF/ unhackable comms/ infallible deployment" advantage, whereby auxillary ships never, ever, get a false all-clear, or caught be surprise, or ambushed.... in short his empire has absolutely impossibly invulnerable supply lines, in which case why is there still a war on?

Anyway, you could just give all the other players leave to develop and deploy ONE additional ship type, and have them all COINCIDENTALLY develop perfectly designed maulers to close on, and chew holes in, his fleet.

Alternatively, virus-bomb his homeworld.

Re: Crew casualties weapon option is too cheap for its effect

I like the virus bomb.... but as he is fighting the Kayeshi Empire, he is having enough to worry about..... He was trying to defend a space station, and I hit it with approximately 30 drones, followed by a series of Fusion Cannon Shells..... We then proceeded to destroy all escape pods, and left........

The Kayeshi are NOT nice......LOL

John

Re: Crew casualties weapon option is too cheap for its effect

Nahuris wrote:

We then proceeded to destroy all escape pods, and left........

D'oh!  You are going to the Special Hell.

Re: Crew casualties weapon option is too cheap for its effect

My Earth Fleet would have rescued them, and given them proper treatment as prisoners of war, even negotiating with the enemy for their return.... the Kayeshi just kill them..... resources wasted on prisoners are wasted resources....period.

John

Re: Crew casualties weapon option is too cheap for its effect

Also, I am currently designing ships for my Reaver Fleet..... from the movie, Serenity.

He should be happy..... they would have eaten his people, and then left....... The Kayeshi merely used their lasers and gave them cremations.........

John

Re: Crew casualties weapon option is too cheap for its effect

smokingwreckage wrote:

Alternatively, virus-bomb his homeworld.

Surprisingly, this is a viable option is nearly all cases I can think of.

smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Crew casualties weapon option is too cheap for its effect

Actually.... said player is no longer a problem........

I just got an email from his girlfriend..... LOL
She is annoyed that the rest of us spend our time thinking up ways to kill him. She feels that we are "singling him out"........and that he won't be playing anymore..........

I think I am lost.....


OK, question, does a weapon that does no hull damage still do crew damage?


John

Re: Crew casualties weapon option is too cheap for its effect

Nahuris wrote:

OK, question, does a weapon that does no hull damage still do crew damage?

If a weapon does no hull damage, then no hull boxes are ever crossed off. So I guess the answer is "no", unless the weapon has the "Extra Crew Casualties" ability.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Crew casualties weapon option is too cheap for its effect

Excellent.... that works for both the Reavers that I am working on right now, and my fiance's race. Her race, the Slyth'Kra, are a semi-hive minded race of slavers. Both races would consider the crew on an enemy ship to be the prize to be taken........ The Reavers eat them, and the Slyth'Kra implant control modules....

The last thing either race wants is dead crew.

John