Scouts and Supply
Posted: Sun Feb 22, 2009 4:35 am
In 2E, the current plan is to eliminate these "super-abilities" and distill their functions down and spread them across several component abilities. In the case of Scout, many of its original abilities will simply be removed.
Let's talk about the Scout ability a bit more. In 1E, units with this ability can do a great deal of things... some of them fairly unbalanced. For this reason, Scout will be principally replaced bythe following unit abilities: Electronic Warfare (EW), Electronic Countermeasures (ECM), Electronic Counter-Countermeasures (ECCM), and Sensors.
Electronic Warfare will encompass the combat-oriented scout abilities, but will be limited to increasing/decreasing Anti-Ship, Anti-Fighter or Formation Point values. This means no include/exclude functionality (which instead will be somewhat subsumed into a new concept called scenario intensity).
ECM and ECCM are abilities that strictly increase and decrease available Formation Points, respectively. Formation Points are used to increase the Formation Level of units in a squadron or strikegroup. These two abilities effectively replace Guardian and Disruptor in the current rules.
Sensors is a new concept entirely, and is of greatest importance when calculating detection chances. Detection will likely become a default part of the CSCR, and detection results will have an impact on scenario intensity and surprise. Sensors will also be used when performing exploration attempts.
The intent going into CSCR 2 and 2E is to make all of the abilities more granular, so that they will scale better both as tech increases and as unit size/capabilities increase. What you see above is a step in that direction.
As for the Supply "super-ability," Field Repair will become its own distinct ability, and will allow a player to perform repairs on units that are damaged but not Crippled (Crippled ships must be returned to a shipyard for repairs). We are still finalizing our new concept for supply in 2E, but the resupply functions of Supply will likely no longer be an "ability" but rather a function of units with the Cargo ability in that players will production actual "Supply Units" and transport them aboard their freighters and use them to resupply squadrons that are otherwise Out of Supply. This is still subject to change, but it should give you an idea where that is headed. While it sounds like more work, I believe in practice that it should eliminate some of the wonkier aspects of the existing supply rules. Playtesting will tell us for sure.
-Tyrel
Let's talk about the Scout ability a bit more. In 1E, units with this ability can do a great deal of things... some of them fairly unbalanced. For this reason, Scout will be principally replaced bythe following unit abilities: Electronic Warfare (EW), Electronic Countermeasures (ECM), Electronic Counter-Countermeasures (ECCM), and Sensors.
Electronic Warfare will encompass the combat-oriented scout abilities, but will be limited to increasing/decreasing Anti-Ship, Anti-Fighter or Formation Point values. This means no include/exclude functionality (which instead will be somewhat subsumed into a new concept called scenario intensity).
ECM and ECCM are abilities that strictly increase and decrease available Formation Points, respectively. Formation Points are used to increase the Formation Level of units in a squadron or strikegroup. These two abilities effectively replace Guardian and Disruptor in the current rules.
Sensors is a new concept entirely, and is of greatest importance when calculating detection chances. Detection will likely become a default part of the CSCR, and detection results will have an impact on scenario intensity and surprise. Sensors will also be used when performing exploration attempts.
The intent going into CSCR 2 and 2E is to make all of the abilities more granular, so that they will scale better both as tech increases and as unit size/capabilities increase. What you see above is a step in that direction.
As for the Supply "super-ability," Field Repair will become its own distinct ability, and will allow a player to perform repairs on units that are damaged but not Crippled (Crippled ships must be returned to a shipyard for repairs). We are still finalizing our new concept for supply in 2E, but the resupply functions of Supply will likely no longer be an "ability" but rather a function of units with the Cargo ability in that players will production actual "Supply Units" and transport them aboard their freighters and use them to resupply squadrons that are otherwise Out of Supply. This is still subject to change, but it should give you an idea where that is headed. While it sounds like more work, I believe in practice that it should eliminate some of the wonkier aspects of the existing supply rules. Playtesting will tell us for sure.
-Tyrel