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Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 3:14 am
by Mark
I actually have a plan in which I'd use tractor beams, and low yield explosives.

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 3:30 am
by Deepcrush
Smart, can you do that in BC? I've never played it so I don't know.

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 4:26 am
by Mark
I'm talking about for our head to head game here. Create a "debris" field quick enough and far enough, and you'll see the Scimitar, sure enough.

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 4:31 am
by Deepcrush
Set off a few fatass nukes, screw low yield.

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 4:47 am
by Mark
The particals generated MAY just work

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 4:52 am
by Deepcrush
All you have to watch for is the ones that dissappear or the ones that are displaced.

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 12:18 pm
by Teaos
One would assume the cloak could counter that. It was said to be almost perfect and a simple trick like throwing a handful of flour in the air to find the invisible man would most likely be countered by the cloak.

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 1:27 pm
by Sionnach Glic
The first two parts of the revised rules are up. I'll have more up later. Any comments so far? Is it easy enough to understand?

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 1:32 pm
by Reliant121
Are the modifiers decided for each ship prior to the battle?

And when you say 2D6+3 i assume you mean, two roles of a six sided dice added together, then with three on top?

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 1:37 pm
by Sionnach Glic
Are the modifiers decided for each ship prior to the battle?
Modifiers usualy depend on what happens within the game itself. For example, having your helmsman killed or having an impulse engine blown off is going to give you some pretty serious negative modifiers.
The only ones decided before the game are which ship has the highest combat maneouverability, and any special abilities the ship may have (EG, the Defiant's uber-small size).
And when you say 2D6+3 i assume you mean, two roles of a six sided dice added together, then with three on top?
Correct. I'll be including an explaination of various terms in the FAQ section at the end.

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 1:58 pm
by Reliant121
Now that its been explained, it really isn't that difficult.

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 2:28 pm
by Sionnach Glic
Tac Phase section now up, along with the damage and Crit sections. Thoughts?
As you may have noticed, I've drawn up a Warp Core failure chart.

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 2:44 pm
by Deepcrush
Teaos wrote:One would assume the cloak could counter that. It was said to be almost perfect and a simple trick like throwing a handful of flour in the air to find the invisible man would most likely be countered by the cloak.
There's still going to be a whole in the flour where you'll see "Nothing" in the shape of something.

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 2:50 pm
by Teaos
Not if it masks the hole which a "perfect" cloak would have to do to be... well perfect.

Hell the flour in the air idea is similar to the tachyon net that the Federation used to detect cloaks in the past, which it seems no longer works on the Scimitar.

Re: DITL Battles Time-Table

Posted: Fri Apr 17, 2009 2:53 pm
by Deepcrush
Not if it masks the hole which a "perfect" cloak would have to do to be... well perfect.
But there is no such thing as a "Perfect" cloak.
Hell the flour in the air idea is similar to the tachyon net that the Federation used to detect cloaks in the past, which it seems no longer works on the Scimitar.
Minus the Scimitar never made it to the UFP boarder and never had to pass through the Warning Nets.