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How Dead is Controls Dead?
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Oct 28, 2011 6:55 am    Post subject: Reply with quote

ZzaphodD wrote:
One could imagine a strong enough ion (stun) blast burning circuitry and making the ship permanently 'dead in space' until repaired though. Just like getting a strong stun blast, but without recouperation.


I agree. The problem is what form an in-game rule should take to represent that.
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atgxtg
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PostPosted: Fri Oct 28, 2011 1:32 pm    Post subject: Reply with quote

I did do an ion damage variant based on somebody's brawling damage variant that made very high damaging hits do damage instead on temporary ionization. And that sounds like it ie exactly what we are talking about here.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Oct 28, 2011 1:55 pm    Post subject: Reply with quote

atgxtg wrote:
I did do an ion damage variant based on somebody's brawling damage variant that made very high damaging hits do damage instead on temporary ionization. And that sounds like it ie exactly what we are talking about here.


What kind of numbers are we talking about here?
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atgxtg
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PostPosted: Fri Oct 28, 2011 2:10 pm    Post subject: Reply with quote

crmcneill wrote:
atgxtg wrote:
I did do an ion damage variant based on somebody's brawling damage variant that made very high damaging hits do damage instead on temporary ionization. And that sounds like it ie exactly what we are talking about here.


What kind of numbers are we talking about here?


Anything up to the sum of Maneuverbilty+HUll was temporary damage (controls Ioonied) results. Damage inflicted past that point is considered real damage, and is treated as such, except that ion damage won't destroy a ship, it will just render it dead in space.
Note that the ship must be suffering from all these Control Ionized results to get the overflow. Results that have worn off already, don't count. So it takes one ig hit, or several lesser hit withiin a short time frame to overload the ship's systems.

For instance, an X-Wing (with 3D Maneuverbilty and 4D Hull) could suffer as much as 7D ofcontrols ions results at one time, , before it would risk permanent damage. On the other hand, a TIE fighter (2D Maneuverabilty and 2D Hull) would start to fry after only 4D controls ionized results.
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garhkal
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PostPosted: Fri Oct 28, 2011 2:41 pm    Post subject: Reply with quote

Quote:
Might be the sort of that thing that, if a Capital-Scale ion cannon hits a starfighter scale target, then its a permanent burn-out...


Hence i went with a DOUBLE dead or more result being perm damage.. Much more likely from getting hit by a cap ship shot.
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Bren
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PostPosted: Fri Oct 28, 2011 3:59 pm    Post subject: Reply with quote

atgxtg wrote:
Anything up to the sum of Maneuverbilty+HUll was temporary damage (controls Ioonied) results. Damage inflicted past that point is considered real damage...
I like the idea of figuring the Hull in there somewhere. It means that it won't be easier to permanently damage a stock YT-1300 with MAN: 0D and Hull: 4D than it is to permanently damage a TIE/in MAN: 2D and Hull: 2D.
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atgxtg
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PostPosted: Fri Oct 28, 2011 4:18 pm    Post subject: Reply with quote

Bren wrote:
atgxtg wrote:
Anything up to the sum of Maneuverbilty+HUll was temporary damage (controls Ioonied) results. Damage inflicted past that point is considered real damage...
I like the idea of figuring the Hull in there somewhere. It means that it won't be easier to permanently damage a stock YT-1300 with MAN: 0D and Hull: 4D than it is to permanently damage a TIE/in MAN: 2D and Hull: 2D.


Yup. Anmd that is precisely how Hull got into the mix. Tough but clumsy ships are a bit too vunerable to ion guns, IMO.
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