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eagletsi111

Small Ships with 9 or more Hit points (Shield+Hull) should count as Half points

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What about a point system that just keeps track of every shield and hull damage that you've done? Then shield regen wouldn't be a good thing for opponent other than possibly living long enough to remove your ship(s) from the board.  Something along the line of 2-3 pts for each point of damage you have dealt, up to ship value.

Picture unrelated.

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Edited by Superstrength79

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2 hours ago, Superstrength79 said:

What about a point system that just keeps track of every shield and hull damage that you've done? Then shield regen wouldn't be a good thing for opponent other than possibly living long enough to remove your ship(s) from the board.  Something along the line of 2-3 pts for each point of damage you have dealt, up to ship value.

**** NO!

 

X-Wing Accounting:  no thank you!

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On 8/4/2017 at 1:03 PM, Superstrength79 said:

What about a point system that just keeps track of every shield and hull damage that you've done? Then shield regen wouldn't be a good thing for opponent other than possibly living long enough to remove your ship(s) from the board.  Something along the line of 2-3 pts for each point of damage you have dealt, up to ship value.

Picture unrelated.

1tkwja.jpg

 

I suggested this long ago when the Big ship ruling came out.      We use this when we are playing with multiple players.    We take the cost of the ship/5, round down

 

So if you have a 42 pt ship it would be 42/5 = 8 pts for every point of damage you do.  5 extra points for killing it.    It's great way of know who is in the lead and who everyone should work on killing.

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On 8/4/2017 at 10:03 AM, Superstrength79 said:

What about a point system that just keeps track of every shield and hull damage that you've done? Then shield regen wouldn't be a good thing for opponent other than possibly living long enough to remove your ship(s) from the board.  Something along the line of 2-3 pts for each point of damage you have dealt, up to ship value.

Picture unrelated.

1tkwja.jpg

too much to keep track of. Better just to move to half hull points, and let shields be the regen but keep it limited so that it can be overpowered. As for hull keep it extremely conditional to repair (as it is now). No face up, and if face up no face up with a pilot trait (R2-D2 don't fix bones by welding them).

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11 hours ago, Marinealver said:

too much to keep track of. Better just to move to half hull points, and let shields be the regen but keep it limited so that it can be overpowered. As for hull keep it extremely conditional to repair (as it is now). No face up, and if face up no face up with a pilot trait (R2-D2 don't fix bones by welding them).

If you do half points for every ship, then one hit can get you half points on a Tie fighter you no longer have to kill ties,   that just seems wrong.   If you keep it to Large and small ships with Hull+Shield 9 or more, it effects only ships that have lots of hit points.    Which means they cannot run away and force you to chase them.   Which is just not fun.  it's NPE for sure.

Edited by eagletsi111

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4 hours ago, eagletsi111 said:

If you do half points for every ship, then one hit can get you half points on a Tie fighter you no longer have to kill ties,   that just seems wrong.   If you keep it to Large and small ships with Hull+Shield 9 or more, it effects only ships that have lots of hit points.    Which means they cannot run away and force you to chase them.   Which is just not fun.  it's NPE for sure.

So now the question is a 1 hitpoint TIE worth 0 points while other damaged ships are not? Sure the whole idea is destroyed not damaged is the goal of X-wing but half points are in. sure a 1 hit point TIE might not be dead but it is further than half way yet only worth half points. If you want the other 6-7 points you need to finish it. And since there is no mod wins every point counts.

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10 hours ago, eagletsi111 said:

If you do half points for every ship, then one hit can get you half points on a Tie fighter you no longer have to kill ties,   that just seems wrong.   If you keep it to Large and small ships with Hull+Shield 9 or more, it effects only ships that have lots of hit points.    Which means they cannot run away and force you to chase them.   Which is just not fun.  it's NPE for sure.

So you're saying that never in the history of X-Wing has a small ship that will only take one more hit to destroy decided to run away and "FORCE the enemy to chase it down" if the opponent wants the points for it?

It seems to me that was a lot of the logic behind the old Whisper/Echo pair in the day.  The two Phantoms could probably take out one ship and then just play "keep away" the rest of the match.  Unless you're extremely lucky even landing a damage card on one is no promise you'll manage to finish it with all of its positioning abilities and likely 4 agility to defend with.

If you're so desperate to say that it is only the high hull+shield ships that can be hard to kill I guess I'll say you should also add Agility into that mix.  You want to keep the number at 9 this would bring Defenders and how many other ships into your "half points" orbit? 

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Kinda,   but what I proposing it a boost to ships whose hull+shield are not 9+.   Right now we have many ships on small bases over 9 Hull and Shield.   This change helps those ships under and allow for a better strategy because most of those ships don't even try to kill the enemy.   More and more the game is about surviving, not about killing.   This way these 8 or less hull+shield small ships gain a boost.     And suddenly those small ships with more than 9 have to fight.  because they will lose otherwise.   

 

Don't we want a game about trying to kill the enemy rather than out survive it?

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But is there anything forcing a small ship with UNDER 9 starting hull+shield to "have to fight" if they can just run away arc dodging and hiding out at R3+ behind 4 or more defense dice when those other ships may only have 1 defense die to hide behind?

 

If you want the game to be all about killing the enemy there is a VERY simple solution:  NO TIME LIMITS.  Now every game needs to go until there is a final winner when one side or the other is destroyed.  No need to do partial scored except to reward the LOSERS when it comes to MoV but in that case why reward them for just damaging a ship that is going to be repaired and fully functional again for the next battle especially if most of that so called "damage" is just a reduction in Shield tokens?  Throw out the clock and strategies change.

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No time limits is definitely the simplest solution, but it won't work in tournaments.  Can't have the entire floor of people waiting around for that the people to finish that game that's gone on for 3 hours.  It would be nice to eliminate games where somebody gets in some lucky hits then runs away for the rest of the match, but I just don't see how that could work in a tournament setting.  Unless you work in some variation of a "final salvo"-type deal for games with surviving ships at the end of the match, where you are FORCED to shoot each other until one side prevails.

I still say just divide ship hit points (shields and hull) and assign each hp a MOV value.  Tally up the total damage dealt by the end of the game to determine a winner.  Sure, ships can regenerate shields or repair hull and therefore recover MOV points.  So what.  Make regen abilities more expensive if necessary.

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You want to encourage sides to try to completely destroy the other instead of simply get a lead and sit on it?  Then you've got to go and change how the TOURNAMENT scoring is done.  The current win/lose is pure BS to me even if you use MoV at a tie breaker simply because getting a win is clearly much better than any kind of loss.  In the days when there was a modified win there was a scoring problem in that there was no modified loss to balance that out which I believe is really what sours people to modified win.  You want to make people try harder let's see five levels of scoring (clear victory/defeat @ 4/0, close victory/defeat @3/1, and virtual draw @2/2)  with a +1 bonus for complete destruction; a "virtual draw" would be any game with less than a ship's difference (under 12 points!) in total kills and you can argue about where the line (I'd argue 25-30) between a close and clear result would be.  This would make tournament scores a lot closer which may make MoV more valuable as a tie breaker but it would also making getting a bonus tournament point far more valuable as well.

As a tiebreaker Final Salvo is just slightly better than a completely random coin flip.

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