Fleet Forum Battle

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Re: Fleet Forum Battle

Postby stubby » Wed Mar 28, 2018 11:34 am

Normally, any time you're talking about radius then you're talking about component damage to all the elements within that radius, rather than size damage.

Size damage doesn't have a location, so a radius wouldn't apply - you'd just take one hit of whatever was the highest damage you were exposed to. One hit of 7d10 and done. I should probably add than in as a second example.
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Re: Fleet Forum Battle

Postby ninja_bait » Wed Mar 28, 2018 11:39 am

Oh okay, that wasn't clear.  That really changes a lot about explosives in general, from how effective they are in ship-to-ship combat, to how dangerous they are when you're overloaded
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Re: Fleet Forum Battle

Postby ReconMiner » Wed Mar 28, 2018 12:25 pm

So explosives would function the same way as any other attack when choosing damage?
ex: Targeting the side of a cruiser vs targeting a turret or the bridge
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Re: Fleet Forum Battle

Postby stubby » Wed Mar 28, 2018 3:16 pm

ReconMiner wrote:So explosives would function the same way as any other attack when choosing damage?
ex: Targeting the side of a cruiser vs targeting a turret or the bridge

Right. Targeting the side of the cruiser, you'd still be choosing between size damage (hurting the cruiser overall) or component damage (blowing a hole in the side of the cruiser).

ReconMiner wrote:On a related note, underwater combat could also benefit from examination. It's somewhat similar to space combat, just a bit wetter

Underwater would be like space, except all ranges would be halved instead of doubled. It'd emphasize close quarters fighting rather than the long distance stuff you see in space.

Also on hull breaches you'd get implosive compression rather than explosive decompression, which is rad.
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Re: Fleet Forum Battle

Postby ReconMiner » Wed Mar 28, 2018 5:01 pm

Neato

Adding a section for various different battlefield environments (underwater, space, arctic or desert?) and their effects would help spice up games.

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Re: Fleet Forum Battle

Postby stubby » Thu Mar 29, 2018 12:07 am

I've rearranged and updated the Explosives rules. Premature Detonation is back to requiring direct damage to the explosives themselves: http://brikwars.com/rules/draft/8.htm#4
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Re: Fleet Forum Battle

Postby Cakeman » Fri Mar 30, 2018 3:34 pm

I liked the thematics of the volatile concept..
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Re: Fleet Forum Battle

Postby xhado123 » Tue Apr 10, 2018 11:33 am

ReconMiner wrote:Neato

Adding a section for various different battlefield environments (underwater, space, arctic or desert?) and their effects would help spice up games.

"From the beige lava fields to the vast wooden expanse of the dining room table."


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