Topic: Inverted Range-Based DMG/PEN/ROF weapon ability

In our local campaign, we are going to trial the use of Inverted Range-Based DMG/PEN/ROF. As an extension of the Inverted Range Modifier weapon ability and the Range-Based DMG/PEN/ROF weapon special abilities, we are going to price the new Inverted Range-Based DMG/PEN/ROF at 1.3 x 1.6 or 2.1 total. Comments?

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

japridemor wrote:

In our local campaign, we are going to trial the use of Inverted Range-Based DMG/PEN/ROF. As an extension of the Inverted Range Modifier weapon ability and the Range-Based DMG/PEN/ROF weapon special abilities, we are going to price the new Inverted Range-Based DMG/PEN/ROF at 1.3 x 1.6 or 2.1 total. Comments?

Theoretically, it should work fine. But practically, I'm not sure that x2.1 is an appropriate modifier...

I'll have to twiddle some numbers. Get back to ya soon... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

Dan, Any further thoughts on the SU modifier for this weapon ability? In the first port of the "Other Stuff I would like to see Added to Starmada X" thread you said that your first thought would to be a SU mod of 2.1 so thats where I got the number. It looks like a pretty straight forward product of the Range-Base DMG/PEN/ROF and the Inverted Range Modifier weapon abilities.
I am designing a fleet around this ability and want to get the SU mod at least semi-official.

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

After playing a couple of turns of Starmada...in which my long range weapons did a total number on the opposing ships...I'm inclined to think this should be a x3.1 or better cost IMO.

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

I have found it to be powerful as well. However, my opponent chopped me off at the knees last night by putting Stealth Generators on his ships and range 18 weapons. He had a high enough speed to stay at long range and had a sort of "Immunity zone" from which he pounded me severely. A couple of my ships got away only because he didn't have too much SU into weapons to make up for all his cool special equipment.

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

Hmmm,
  I can see inverted damage, for sure, if your were to use, as an example, a weapon that needs time to reach critical mass before detonating. Thus it is more dangerous the longer it is allowed to build up power.
  I can see inverted ROF too. MIRV's are a perfect example of that. When approaching their target they split up into multiple weapons. If they needed time to orient themselves in flight I could see that as a special.
  Inverted PEN though? Hmmm. I suppose you can justify that by saying the longer the weapon has to examine its target on approach the better opportunity it has to bypass the targets defenses.
  So all in all it sounds like you are describing a "Penetration aided Fusion Powered Anti-matter Multiple Warhead Armed Missile".
   AKA: A PAF-PAMM-WAM. I could be wrong though. Have to try it out and see how it works.
Roy

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

Ironvein wrote:

Hmmm,
    Inverted PEN though? Hmmm. I suppose you can justify that by saying the longer the weapon has to examine its target on approach the better opportunity it has to bypass the targets defenses.
  So all in all it sounds like you are describing a "Penetration aided Fusion Powered Anti-matter Multiple Warhead Armed Missile".
   AKA: A PAF-PAMM-WAM. I could be wrong though. Have to try it out and see how it works.
Roy

I think of it as a missile type weapon that accelerates all the way out to its max range, thus having more PEN power the farther out it gets. Like a RAM jet(?). Then when its fuel (whatever) is gone at its max range, it burns out.

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

go0gleplex wrote:

After playing a couple of turns of Starmada...in which my long range weapons did a total number on the opposing ships...I'm inclined to think this should be a x3.1 or better cost IMO.

At least, I would think.  Compared to standard range-dependent effects, the inverted version have two big advantages:

1)  They have much larger areas of maximum effect, because the firing cone (or hemisphere, etc)  gets bigger at long ranges.

2)  They're more likely to hit at maximum effect early on in the fight, before weapons are lost to incoming fire.  Hitting hard early is much, much better than hitting hard late...part of why Expendable weapons can be so problematic.

My two cents, anyway.

Rich

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

hundvig wrote:

1)  They have much larger areas of maximum effect, because the firing cone (or hemisphere, etc)  gets bigger at long ranges.

This is accounted for, resulting in the x1.3 multiplier rather than a straight x1.

2)  They're more likely to hit at maximum effect early on in the fight, before weapons are lost to incoming fire.  Hitting hard early is much, much better than hitting hard late...part of why Expendable weapons can be so problematic.

Indeed. This is the main reason why the rule on banked weapons went away.

But it's still very hard to quantify. I would think that bumping inverted range to x2 would not be a bad idea -- x3 or more would be overreacting, I think.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

go0gleplex wrote:

..I'm inclined to think this should be a x3.1 or better cost IMO.

Okay look at it this way, if the Inverted Range-Based DMG (for example) has an SU modifier of 2.1 and you are firing at an opponent with a Shield value of 3, then would you rather have:

21 x Laser [ 6/12/18, 3+ 1/1/1]

or

10 x Wide-Focus Beam [ 6/12/18, 3+ 1/1/1, Inverted Range-Based DMG ]

With the former option, you get the following:

Range Band    Shots    Hits    PEN    DMG
Short        21    17.5    8.75    8.75
Medium        21    14    7    7
Long        21    10.5    5.25    5.25

With the latter option, you get:

Range Band    Shots    Hits    PEN    DMG
Short        10    8.33    4.16    4.16
Medium        10    6.66    3.33    6.66
Long        10    5    2.5    7.5

The Inverted Range-Based version is superior at the farthest range band (which also contains more target hexes) than the vanilla version but get progressively weaker at the closer range bands. If the SU modifier were 3.1 as was suggested, I wouldn't touch this weapon ability with a 10 foot pole. It all depends on your opponent's speed. Can he close through the long-range band into medium or short where he would have the advantage?

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

The effect I'm seeing is that you get a DMG 3 weapon at long range for less than you would pay for it with a normal build with anything less than a x3 modifier.  So with the cheaper weapons, you pack roughly 30% more weapons in...effectively increasing your chance to wipe out the enemy ship while it is at long range.  Adding a couple pieces of equipment in such as LRS, ECM, EWS, and/or Stealth system...and you get an even higher return for the mod. 

Most ships will likely suffer significant damage before being able to reply (if at all)...making it game even more powerful than it might seem.
With the Range Based ROF/PEN/DMG...there is attrition from incoming fire that reduces the number of weapons with which to hammer the enemy providing some mitigation to damage output.


While the statistics are nice, they don't always tell the whole story...and I'm not saying anyone is wrong or right...just that it needs a wider perspective when looking at the effects and consequences. :roll:

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

go0gleplex wrote:

The effect I'm seeing is that you get a DMG 3 weapon at long range for less than you would pay for it with a normal build with anything less than a x3 modifier. 
So with the cheaper weapons, you pack roughly 30% more weapons in...effectively increasing your chance to wipe out the enemy ship while it is at long range.  Adding a couple pieces of equipment in such as LRS, ECM, EWS, and/or Stealth system...and you get an even higher return for the mod.

With an SU mod of 3.0, this weapon ability would suck. It would do the same damage at Long range and a lot less at Medium and Short AND have fewer hits to kill because of its mass.


go0gleplex wrote:

Most ships will likely suffer significant damage before being able to reply (if at all)...making it game even more powerful than it might seem.
With the Range Based ROF/PEN/DMG...there is attrition from incoming fire that reduces the number of weapons with which to hammer the enemy providing some mitigation to damage output.

You can make this case with any weapon ability. If you are lucky enough to select a weapon combo your opponent hasen't prepared for of course you are going to beat him.

go0gleplex wrote:

While the statistics are nice, they don't always tell the whole story...and I'm not saying anyone is wrong or right...just that it needs a wider perspective when looking at the effects and consequences. :roll:

What I can do is game this out several times with equal sized ships with equivalent defenses and speeds. I'll try SU mods of 2.0 2.5 and 3.0 to see which is closest. Ohh, an excuse to play lots of Starmada!

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

I think Googleplex might be on the right track.
While it is true that with a 3.0 su modifier the weapon would not be very attractive when compared to a vanilla version it does have the singular advantage of doing heavy damage early, very early if long enough ranged.
So yes, with my vanilla gun I could plink at you at long range while you hammer back at me.
   I'll lose weapons faster than you will, all defences being equal, so that when we do close (if still able to) my now powerful (at short range) guns will give you a serious walloping. Sad thing is I won't have as many to use against you, while you with your now inverted damage output may still be on par damage output wise with me at that point. 
  Again playtesting as you have said will show the advantages and disadvantages of the SU mods chosen from.
Will be interesting to see how they come out. As I pointed in my previous note on this thread I can see how all the normal gun mods could be inverted, just need Dan to give the say so on a point cost and go from there!
Roy  big_smile

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

It's also worth considering the fact that, all other things being equal, it is not easy to close the range on a target that's actively trying to avoid you.  If the enemy is backing away, you can expect to close at only half your movement speed, barring use of Emergency Thrust.  And if his guns are pointed out the rear of his ship (leaving him to back into combat) you'll never catch him.

With many ships that will leave you taking at least two turns of long range fire, and if that damage scores engine hits, you may not be closing at all.

Inverted Range-Based weapons stand an excellent chance of holding an opponent at their favored range, and they need to be paying for that.  A 3.0 mod may seem high compared to vanilla weapons, but don't forget that you can effectively save some mass by skimping on firing arcs.  You want/need to stay at long range anyway, where narrow arcs hurt you the least.

Rich

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

This is true if you are using a free floating map.
If on the other hand the scenario is "Merchant Escort" or "Stationary Defence" ala defending a planet or star fort etc. Then their running away defeats the very purpose of their defence and adds to your win.
Personally in a real world context I believe the "Deep Space Encounter Scenario" should be rare to almost nonexistent compared to other scenarios. Most if not all battles will be about and around Real Estate.
That is battles resolved around conquest or annihilation of the enemy forces/population.
The only "Deep Space Encounters" that I could see happening regularly would be the "merchant escort mission" while the convoy is transiting from one planet to another. The "anti-piracy patrol" where anti-pirate ships are actively looking for pirate ships and their hidey holes. The last would be "fleet maneuvers to another planet or system and caught in transit" which really is just a variant of the convoy escort.
Roy

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

Ironvein wrote:

This is true if you are using a free floating map.
If on the other hand the scenario is "Merchant Escort" or "Stationary Defence" ala defending a planet or star fort etc. Then their running away defeats the very purpose of their defence and adds to your win.

That doesn't change the fact that you're going to get pounded hard for the first few turns you're trying to close...and if you're movement gets tagged badly enough, you won't catch a merchant convoy anyway.  Planets and star forts are more problematic, but that's where Starmada (and most starship games) falls flat.  Unless you can somehow approach undetected until the last moment (disguised, popping in from hyperspace) the defense ought to have the option to intercept you at pretty much any range they like, giving them time to hurt you before you make a close approach.  Ships don't hide well unless your physics are really unrealistic.

http://www.projectrho.com/rocket/rocket3w.html


Ironvein wrote:

Personally in a real world context I believe the "Deep Space Encounter Scenario" should be rare to almost nonexistent compared to other scenarios. Most if not all battles will be about and around Real Estate.

I'm on the other end of the spectrum.  I find it very hard to believe that any culture with the tech and resources to fight an interstellar war is going to still be concentrating their population/industry at the bottom of a gravity well, or on any kind of stationary platform.  They'll build their starships big and both work and live on them full time.  Real Estate for a mature spacefaring culture is measured in starcity hulls, not planets.  An attack on enemy population/infrastructure will be more of a convoy fight than a planetary assault.

Doesn't match very many traditional settings (Ian Banks' Culture novels, perhaps the Gateway/Heechee books or Wright's Golden Age as adolescent civilizations), but most traditional settings are kind of myopic about the implications of their technologies.

Rich

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

My brain still hurtz from the SFO thing, so it's over here to see if I can really muck up and hijack THIS thread....:P

..well, that, and there's an ice storm outside on my day off, and I have to re-install windows on my wife's now-clean primary HD....and I've discovered there's definitely a polygon limit on VRML files...

hundvig wrote:

I'm on the other end of the spectrum.  I find it very hard to believe that any culture with the tech and resources to fight an interstellar war is going to still be concentrating their population/industry at the bottom of a gravity well, or on any kind of stationary platform.  They'll build their starships big and both work and live on them full time.  Real Estate for a mature spacefaring culture is measured in starcity hulls, not planets.  An attack on enemy population/infrastructure will be more of a convoy fight than a planetary assault.

That argument goes back to O'Neill, and I'm very much in agreement with it. Ringworld anyone? :-)

It really depends on what you consider 'terrain'...

hundvig wrote:

Doesn't match very many traditional settings (Ian Banks' Culture novels, perhaps the Gateway/Heechee books or Wright's Golden Age as adolescent civilizations), but most traditional settings are kind of myopic about the implications of their technologies.

I've found that I can't visualize an existence for which I've no clear idea what the implications are - as I've really no good set of assumptions upon which to base it.

IE - if you don't know what life is like in space because the hardware doesn't exist, it's hard to write about...

SO, most people just assume it will be like today - albeit with new kitchen appliances and such...(ooo.. it slices AND makes Julienne Fries? I'll take 2!)

I unsubbed from SFConsimL some time ago, due to all the politcizing (I don't want it HERE, I'm just sayin' that's why I left) - but I would have stayed if there wasn't just a lot of the rehash of the physics of 'real world' space ships. It's boring - I mean, you can see ships as far away as Earth is from Saturn with the simple, low-tech Infrared gear we have NOW...

Stealth won't work in the real world for spaceships, as the background is too cold and IR signatures make you stand out really 'brightly'.

I think that for a game, you need a balance of 'fun' and 'realism', and that target shifts one way or the other depending on who you're playing. I don't mind having stealth and cloaks and such - but they're gonna COST you dear....
:-)

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

hundvig wrote:

It's also worth considering the fact that, all other things being equal, it is not easy to close the range on a target that's actively trying to avoid you.  If the enemy is backing away, you can expect to close at only half your movement speed, barring use of Emergency Thrust.  And if his guns are pointed out the rear of his ship (leaving him to back into combat) you'll never catch him.

With many ships that will leave you taking at least two turns of long range fire, and if that damage scores engine hits, you may not be closing at all.

Inverted Range-Based weapons stand an excellent chance of holding an opponent at their favored range, and they need to be paying for that.  A 3.0 mod may seem high compared to vanilla weapons, but don't forget that you can effectively save some mass by skimping on firing arcs.  You want/need to stay at long range anyway, where narrow arcs hurt you the least.

Rich

But, at 3.0 and higher for the SU modifier, three vanilla weapons will be better at EVERY range band so why would I every use this weapon ability?

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

ping- pushed wrong button - ignore...

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

japridemor wrote:

Inverted Range-Based weapons stand an excellent chance of holding an opponent at their favored range, and they need to be paying for that.  A 3.0 mod may seem high compared to vanilla weapons, but don't forget that you can effectively save some mass by skimping on firing arcs.  You want/need to stay at long range anyway, where narrow arcs hurt you the least.

Rich

But, at 3.0 and higher for the SU modifier, three vanilla weapons will be better at EVERY range band so why would I every use this weapon ability?

Am I misreading the math?  At 3.0, three vanilla guns should be equivalent in terms of firepower at optimal range (for the inverted weapon), and they'll cost more in terms of CR (because they're three weapon hits instead of one).  To keep the CR the same, you have to accept lower firepower...right?

Rich

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

thedugan wrote:
hundvig wrote:

Real Estate for a mature spacefaring culture is measured in starcity hulls, not planets.  An attack on enemy population/infrastructure will be more of a convoy fight than a planetary assault.

That argument goes back to O'Neill, and I'm very much in agreement with it. Ringworld anyone? :-)

Only if it's equipped with a Q3 hyperdrive.  smile  As Ringworld's Children proved, even megastructures are disturbingly fragile to weapons of comparable tech levels.  Mobility is the key here, I think.

hundvig wrote:

Doesn't match very many traditional settings (Ian Banks' Culture novels, perhaps the Gateway/Heechee books or Wright's Golden Age as adolescent civilizations), but most traditional settings are kind of myopic about the implications of their technologies.

Frighteningly, I just realized that both the Tyranid and Craftworld Eldar in Warhammer 40K are good examples of what I'm talking about too.  Who'd have thunk it, good speculative scifi from GW, the company who brought us the chainsword?  Must be an accident...

I unsubbed from SFConsimL some time ago, due to all the politcizing (I don't want it HERE, I'm just sayin' that's why I left) - but I would have stayed if there wasn't just a lot of the rehash of the physics of 'real world' space ships. It's boring - I mean, you can see ships as far away as Earth is from Saturn with the simple, low-tech Infrared gear we have NOW...

Stealth won't work in the real world for spaceships, as the background is too cold and IR signatures make you stand out really 'brightly'.

I think that for a game, you need a balance of 'fun' and 'realism', and that target shifts one way or the other depending on who you're playing. I don't mind having stealth and cloaks and such - but they're gonna COST you dear....
:-)

Well, yes, Realistic Physics can be pretty darn frustrating.  Fortunately, the moment you include FTL drives, you've already thrown RP out the window.  The trick then becomes restraining yourself from going overboard with arbitrary changes now that you know all science is fundamentally wrong.

OS Star Trek is a good example of *not* restraining yourself...but of course they were working on a limited sfx and props budget, which isn't a concern for game designers, right?  smile

Rich

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

The other option is to put a stealth generator on your ships.
It negates his long range, period.
There is nothing in the game that actually counters the stealth generator, so he has to close to the equivelent of medium range to get any shots off.
I am currently playing with someone who either puts inverted range mod, or no range mod on every weapon on every ship. He then puts on PDS, and sometimes shield 2... although it's usually screens 1 (he puts 2 screens in any hex you are likely to hit... and lets the PDS take out hits.....  And never a speed less than 8 on his ships. He will use smaller ships, just to keep the speed, and control the range. 

The other option that really messes with inverted range is using the Full Thrust movement with Starmada.....LOL
Even a slower ship can match speeds with the little fast ones, as there is a "board cap" to speed.... sooner or later, you cannot keep increasing your thrust, as you fly off the board, or into asteroids.

And that brings us to the third option... use asteroids and or sunbursts to provide cover until you force your opponents to close...... and never forget, you can always have a fighter flight "screen" one of your ships to provide penalties to targetting.

What most people don't think about is that all fire arcs are just that, arcs.
Long Range covers more area than any other range.... yes, the distance from source is the same, but from one side of the arc to the other is much larger an area.... so inverted range modifier creates a very large area where you get a bonus to get hit.....
This means that you can create very large areas where you can be hit at the +1 bonus for short range.

Does anyone else have suggestions for defense?

John

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

Nahuris wrote:

The other option is to put a stealth generator on your ships.
It negates his long range, period.
There is nothing in the game that actually counters the stealth generator, so he has to close to the equivelent of medium range to get any shots off.


John

That's not entirely true though John.  What it does is moves his long range band to medium range hexes...essentially eliminating his short range band where he's weakest.  He still gets the advantage of a 3x DMG multiplier for each hit.  The only advantage it gives is that it gives you a better chance to nail them...unless they have an SG also, which swings the advantage back to their favor (knife fighting with bazookas).  yikes

Couple this weapon enhancement with a Tachyon Targetting set up and you can pretty well mangle any target within the long range band first shot out most of the time.   :shock:

Single weapon 18 range, 4+ hit, ROF 1, Pen 1, DMG 1 with inverted Rng based Dmg/ Pen, with two arcs.  Hits the target gets 3 dice for Pen~ potential max of 9 dice for dmg.  costs 108 SU  (assuming x2/x2 SU mod for IRB D/P)

Single weapon 18 range, 4+ hit, ROF 1, Pen 1, DMG 1 with 2 arcs = 27 SU cost.  It takes 9 of these weapons to do the same max damage of the one IRB D/P weapon.  27 x 9= 243 SUs.

Only 4 vanilla weapons can be bought for the cost of one IRB D/P weapon...so for 324 SU, the DMG potential is now 27 with the IRB; and only 12 with the vanilla weapons, better than 50% advantage.

Changing the IRB D/P weapon to x3 means each costs 243, there by equalling the cost of 9 vanilla weapons.  There's the statistical issue which is in favor of the vanilla weapons rolling more successes due to sheer number of dice, but also statistically speaking, effect is in favor of the enhanced weapon for each success.  Shotgun vs sniper rifle. 

Say we change the IRB D/P weapon to x2.8. costs drop to 211.68, you can only buy another 7 vanilla weapons (7 DMG) for another IRB D/P weapon (9 DMG).  So the statistical advantage begins to turn to the IRB weapon.  The major downside is that a majority of firepower is locked up in fewer mounts.

It just seems to essentially be trading fewer guns at less cost for equal or greater effect to me is all.
:?

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

hundvig wrote:
thedugan wrote:
hundvig wrote:

Real Estate for a mature spacefaring culture is measured in starcity hulls, not planets.  An attack on enemy population/infrastructure will be more of a convoy fight than a planetary assault.

That argument goes back to O'Neill, and I'm very much in agreement with it. Ringworld anyone? :-)

Only if it's equipped with a Q3 hyperdrive.  smile  As Ringworld's Children proved, even megastructures are disturbingly fragile to weapons of comparable tech levels.  Mobility is the key here, I think.

You have a point....
:-)

hundvig wrote:

Doesn't match very many traditional settings (Ian Banks' Culture novels, perhaps the Gateway/Heechee books or Wright's Golden Age as adolescent civilizations), but most traditional settings are kind of myopic about the implications of their technologies.

Frighteningly, I just realized that both the Tyranid and Craftworld Eldar in Warhammer 40K are good examples of what I'm talking about too.  Who'd have thunk it, good speculative scifi from GW, the company who brought us the chainsword?  Must be an accident...

heh, heh.....

The setting is kinda cool, but the game system has all the flaws that made me trade D&D for Rolemaster, then Runequest....KLUNKY, KLUNK, KLUNKY, KLUNK, KLUNKY, KLUNK, KLUNKY, KLUNK, ......

I'm also not enamored of the 'religions' in it, and the 'spiritual reality' it imposes - WAY too dark. I'm not Catholic, but you have to admit it's not exactly kind to them....;/

I've advocated (for some time now) that we (ie MJ12) needs to compete art-and-setting-wise with them, without breaking the bank.

..one of these days, I'm going to finish writing that RPG I started over on the ARES list...

hundvig wrote:
thedugan wrote:

I unsubbed from SFConsimL some time ago, due to all the politcizing (I don't want it HERE, I'm just sayin' that's why I left) - but I would have stayed if there wasn't just a lot of the rehash of the physics of 'real world' space ships. It's boring - I mean, you can see ships as far away as Earth is from Saturn with the simple, low-tech Infrared gear we have NOW...

Stealth won't work in the real world for spaceships, as the background is too cold and IR signatures make you stand out really 'brightly'.

I think that for a game, you need a balance of 'fun' and 'realism', and that target shifts one way or the other depending on who you're playing. I don't mind having stealth and cloaks and such - but they're gonna COST you dear....
:-)

Well, yes, Realistic Physics can be pretty darn frustrating.  Fortunately, the moment you include FTL drives, you've already thrown RP out the window.  The trick then becomes restraining yourself from going overboard with arbitrary changes now that you know all science is fundamentally wrong.

OS Star Trek is a good example of *not* restraining yourself...but of course they were working on a limited sfx and props budget, which isn't a concern for game designers, right?  smile
Rich

Yep, and it I ever step OVER that boundary, please at least whisper to me that I'm walking towards the cliff.....I might ignore you anyway, but at least you can say "I told you so"...
big_smile

Re: Inverted Range-Based DMG/PEN/ROF weapon ability

Ok, got it... I was looking for ways to close range, and bring return fire to bear..... I have also used the "vanilla" 1/1/1 weapons with Range 18, coupled with a stealth generator to create a long range ship that can fire without any return, which is where I was thinking......

I wasn't thinking on the modifiers, but the ability to cap his range 18 weapons to a range 12... yes, they still hit and hit hard, but if you have decent speed, stealth, and range 18 guns with good arcs, you can control the range enough that he doesn't get those hits.....

The way I was looking at it, is that a weapon with range 9 and only one arc hits 7 hexes at short range (area in full arc), 17 hexes at medium range, and 25 hexes at long range (counting the half-hexes you hit).

I was trying to get rid of a large area that this weapon can target, that you can still return fire into... at least until you knock it out, ect.....

There isn't a lot you can do against the weapon itself, other than create situations where it is not able to hit you......

John