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How to knock down shields?
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ZzaphodD
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Joined: 28 Nov 2009
Posts: 2426

PostPosted: Tue Oct 05, 2010 6:49 pm    Post subject: Reply with quote

Please note that I use extensive house rules.

1) If you look at any posts on these forum discussing sensor ranges youll see that my sensor ranges are much longer..

2) I only made shooting missiles a +5 difficulty in flight due to the fact that they arent really evading, meaning they wont get a scale bonus to evasion even if there was a scale difference. Even when 'in combat' they arent really evading, just turning rapidly to hit an (assumingly) evading target. Hence the flat +10/+15 to difficulty. Simplicity was also a factor as these missile rules already complicated missile combat.

Edit: One thing I had in mind designing these rules were the future addition of more advanced (or less) missiles/torps. This could be faster, better skill, or evading. Whatever you like really.
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garhkal
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Joined: 17 Jul 2005
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Oct 06, 2010 4:20 am    Post subject: Reply with quote

Slight correction for ya Z. You get scaling diff even when not dodging (such as when surprised)
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ZzaphodD
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PostPosted: Wed Oct 06, 2010 3:27 pm    Post subject: Reply with quote

garhkal wrote:
Slight correction for ya Z. You get scaling diff even when not dodging (such as when surprised)


So, a random number is added to the basic difficulty? Weird. Hmm, I guess Ill substitute that for a lower fixed number. I mean, how hard can it be to hit a light freighter moving in a straight line with a turbolaser?

Well, anyhow, the fixed number is there in the missile rules.
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garhkal
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Oct 06, 2010 6:44 pm    Post subject: Reply with quote

Yup. Same for consealment.
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