I'm impressed by the tactical richness that I can see emerging from the interplay between specialized anti-ship weaponry like Guided; Formation Level; Point Defense; flights; and boarding actions. It seems like CSCR could end up being a lot more dynamic and contain a wider set of interesting choices than in 1E.Tyrel wrote:I've played Guided a few ways, but what I'm leaning towards now is to have it be a guaranteed 1 damage to a target that ignores enemy formation levels. This ability is meant to represent guided missiles, torpedoes, or drones that can home in on a target. You are correct that 1 PD cancels 1 Guided. I want the ability to be cheap but easily countered, but powerful if the enemy can't intercept the fire.
On the flip side, I really want a "Beam" weapon ability, too. I think the best way to do that is to make it a short range weapon that only gets to fire after all other weapons fire (similarly, Guided weapons may need to score damage first to make them fit the long range strike weapon role). I haven't found a good way to slot it in yet, though.
As for PD, during the Point Defense Fire Phase you determine your effective PD and then can use it to either a) fire at fighters, b) fire at Guided weapons, or c) increase formation levels. A and B are pretty straightforward. For C, the PD cost to improve a unit's formation level by 1 is equal to twice its CC. This action simulates a ship using its point defense guns to shoot down incoming fire and make a friendly unit harder to hit.
It does seem fair that if Guided is going to become a special ability representing long-range striking capability, a commensurate short-range striking ability should fit too, granting different but comparable advantages/disadvantages over straight-up pounding on the enemy with AS factors. So let's lay them out side-by-side:
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GUIDED -- hits first; ignores FL; fixed damage; attacker assigns; PD negates
SHIP AS -- hits second; subject to FL; variable damage; defender assigns; PD relevant {affects FL}
FTR AS -- hits last; subject to FL {with advantage?}; variable damage; attacker assigns; PD relevant {affects FL AND kills fighters}
One option: emphasize that Beams are close-in, line-of-sight, lightspeed weapons that can't be shot down:
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BEAM -- hits third; ignores FL from PD; variable damage; attacker assigns
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BEAM -- 1 point of Beam grants 1 bonus Directed Damage ONLY when shooter AND target are in FL 1
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BEAM -- at the beginning of each round, allocate Beam points to EITHER AS or PD. {Cost might need to be 1.5MU per point, round up...}