Rabu, 09 Mei 2012

Heat & Energy Management: DVtG

Heat management was cool in Battletech, and the energy management was one of the only good things in the torturously detailed Star Fleet Battles rules.   Capacitor is a key element of EvE Online gameplay.
All amount to the same thing  - managing a resource that allows extra defences, shooting or thrust.

I don't want any excess record keeping and I think this rule should be strictly optional and in no way radically alter the 'vanilla' game mode.  Ships operate like normal but simply have the ability to 'overload' a system. 

Overloading - for when normal firepower isn't enough

Overloading
Ships must pass a CQ test to overload. If they succeed they may:


(a) Add 50% (round up) to thrust
(b) Add 50% (round up) to firepower


(I could probably add (c) Add 50% to defence  but currently thrust can be used to give an evasion bonus which has the same effect)

Once they have done this the ship is classed as "Overloaded" until it has the status removed by cooling down/recharging.

 An Overloaded ship cannot be overloaded again until it has been cooled down to normal levels. 

An "Overloaded" ship may not use full thrust and firepower; if they do they must roll a CQ test*. If they pass they may continue as normal.
Emergency Shutdown
*If they fail the test they suffer an emergency shutdown and may not use thrust or energy weapons next turn.  They must pass a CQ test to over-ride the shutdown to evade or fire in reaction.

Cooling Down/Recharging
To recharge (or remove the overload counter) the ship must use under 50% firepower AND thrust (or use 0% of either thrust OR firepower) next turn.  If they then pass a CQ test they have cooled down to normal.


Direct Reactor Feed/Radiators Open
"Radiators Open" allows overloads to be recovered without any loss of mobility or firepower but increase the risk of damage (they are -2" range to be hit due to the large heat signature).

 Design Comment:
I think this system is fairly straightforward (normal/overload/shutdown) and allows ships to gamble firepower or mobility resources one turn with the trade-off in decreased efficiency in a later turn. Definitely a lot easier than the Battletech or SFB rules that's for sure - and players can take it or leave it as they desire. 

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