Make blockade work for one turn only

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

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Vezzra
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Re: Make blockade work for one turn only

#31 Post by Vezzra »

Geoff the Medio wrote: Tue Sep 10, 2019 12:44 amSo what you want instead is for these test to require the ship to have >= 1 fighter it can launch and >= 1 launch bay?
That, and the figther type must be one that can deal damage (decoy drones can't be considered weapons in that sense).

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Vezzra
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Re: Make blockade work for one turn only

#32 Post by Vezzra »

em3 wrote: Tue Sep 10, 2019 9:07 am
Geoff the Medio wrote: Tue Sep 10, 2019 12:44 am... So what you want instead is for these test to require the ship to have >= 1 fighter it can launch and >= 1 launch bay?
So does that mean you can build a colony base hull with fighter hangar and no bays and it will be a cheaper blocker than a small hull with weakest SR weapon?
Um, ">= 1 launch bay" is cited as requirement for the tests, so how could a colony base hull with only a fighter hanger and no launch bay be a blocker...? I'm confused...

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Vezzra
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Re: Make blockade work for one turn only

#33 Post by Vezzra »

Ophiuchus wrote: Wed Sep 11, 2019 2:09 pmI would prefer if blockade is only possible if the ship had fighters left last turn (so not able to blockade using only fighters from resupply).
Seconded. Should also be easier to implement.
Actually going one level further one would also check if the weapon and fighters actually have damage >= 1 (there might be damage suppressing effects and decoy weapons and fighters).
Seconded.
One more down the rabbithole things start getting muddy: you can only blockade ships which you can hurt. So well shielded ships could simply pass by.
Makes sense, but ouch. That certainly will make the blockading check more complicated.

However, fighters, which are the main point of discussion here, won't be affected, as they bypass shields (or am I missing something?).

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