Topic: New to SX - question on damage control
Hi, just got hold of Starmada X and quite like what I've seen so far. I was a Traveller fan and played a lot of that back in the 80's. I loved (still do) the High Guard ship construction and when I got back into wargaming I did consider writing some rules to covnert HG to miniatures. However, I then found Full Thrust and liked the similarities to modern day battleships. I still really like FT but wanted a bit more detail in the ships and combat hence thought I'd try SX.
We've played one game so far to test out the mechanics. We used FT vector movement (not a fan of hexes) and I've had a first pass at converting the FT ships from Fleetbook1 to SX as we like the FT universe.
We didn't play with damage control parties but I have since read the rules for them and am wondering, don't they make it kind of difficult to kill ships off. On a large ship, say hull 14, every turn you get to throw 14 dice (assuming all the hull is intact) which will fix various systems. I can see you needing to knock out every weapon system twice and keep shooting out the engines and shields until all the hull points are destroyed. Is this how it plays out? In FT it becomes steadily harder to repair systems. One because the 'to fix' roll is harder ans two because you have fewer parties working on the fixes. Obviously the number of dice you throw in SX will reduce as the hull take damage but it does seem a bit too easy to fix damage.
Any views before we try it out next game? Are there any house rules people often play for this?
thanks.