09-28-2021, 07:41 PM | #21 |
Join Date: Aug 2004
Location: Chicagoland Area, Illinois
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Re: CCW/Compendium Rules Question - Incoming damage?
Yep, we now circle back to absurdity and ratios.
Since "no more than 1/3 of the total spaces in a vehicle can be devoted to weapons that fire from any one side (round down)" why would a shot to the front automatically hit the only weapon regardless if it was a one-third space Mini Rocket or a five space Heavy X-ray Laser? If you don't use up the full 1/3 spaces available, couldn't the shot miss any weapon(s) on that side? It's always a balance between reality, simplicity, and fun. |
09-29-2021, 12:30 AM | #22 |
Join Date: Jun 2008
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Re: CCW/Compendium Rules Question - Incoming damage?
It's not hard to calculate based on space*, it's a lot more credible (realistic in CW is hard to obtain) so the only question "is it fun". Combat is the focus of the game so if you spend a couple of extra dice rolls here and it reduces cheesy gameplay it makes it more fun.
YMMV. *The only real issue are the odd components that have DPs but take up no space or the ones that take up space but have no DPs. Often these are tied to other items and are destroyed with them so you add the space or DPs to that item. You can house rule the few odd ball items (and CW has always had odd ball items that break one rule or another). |
09-29-2021, 01:20 AM | #23 | |
Join Date: May 2012
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Re: CCW/Compendium Rules Question - Incoming damage?
Quote:
Computers do this better than people, which is why boardgames don't do it anymore. |
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09-29-2021, 08:23 AM | #24 |
Join Date: Aug 2004
Location: Chicagoland Area, Illinois
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Re: CCW/Compendium Rules Question - Incoming damage?
Well, if you are in the mood for absurdity.....
Luxury - can mount six spaces of weaponry per side. Vulcan x 1 = 2 spaces Mini Rocket x 4 = 4/3 spaces Light Rocket x 3 = 3/2 spaces Targeting Laser x 1 = 0 spaces Fake Weapon x 1 = 0 spaces "Unused Space that could have mounted weaponry" = 7/36
Works out nicely that each item is broken down into X/36th chance. Roll two dice and consult chart below. Code:
1 2 3 4 5 6 1 Armor Armor Mini3 Light2 Vulcan Vulcan 2 Armor Mini1 Mini4 Light2 Vulcan Vulcan 3 Armor Mini1 Mini4 Light2 Vulcan Vulcan 4 Armor Mini2 Light1 Light3 Vulcan Vulcan 5 Armor Mini2 Light1 Light3 Vulcan Vulcan 6 Armor Mini3 Light1 Light3 Vulcan Vulcan |
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