Unity: Seeking Weapons deployment Limits?

The Universal Game of Starship Combat
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Re: Unity: Seeking Weapons deployment Limits?

Postby Johenric » Tue Apr 10, 2018 3:33 pm

GamingGlen wrote:We also eliminated the save option for seekers. We finally barred seekers after a day of experimentation. Even the restriction of number fired did not help. Without the Evp trait they can go forever, which seems wrong.

House rule 2 or 3 turns maybe?

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Re: Unity: Seeking Weapons deployment Limits?

Postby GamingGlen » Tue Apr 10, 2018 10:13 pm

My suggestion:
Use IMP as duration for seekers, so up to 5? Although, the book has no restriction on the value of ROF, IMP, or DMG; just Drydock does (and I've changed them for a weapon or two). Change the Evp (Evaporating) trait to affect the DMG value. I don't have Romulan Armada so I don't know how they constructed their plasma torpedoes.

Seeker's actual IMP value for damage purposes is always 1.

Don't change the cost equation. IMO (and I'm not the only one here), seekers are too cheap as is. This might help to alleviate that issue.

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