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Post by Jm419 on Dec 26, 2009 16:40:08 GMT -5
Keep the forward Cannons - they were prominent on the design anyway. Change the Fighter Launch 1 to FL2 on the Full Strength - these things had several hangars. The Forays don't need any FL, they're frigates.
This looks really good, it's a nice balanced design, and about the power level I was hoping for. Though they don't have to be true Class 2s, they won't fight alongside ISDs or anything, and they were the biggest ships of the time period, aside from flagships of the OR. I'd prefer to have the Hammerhead and the Interdictor be Class 2, as you've listed above, just because they were the Class 2s of that time period.
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Post by bountyhunter9 on Dec 27, 2009 14:24:49 GMT -5
FL2? These ships only held one squadron (12 ships) of Aurek Tactical Strikefighters. ISDs only have FL1, and their main hangar could almost hold this ship. I'm not sure FL2 is good, but we could change it to give the Hammerheads an advantage over the Interdictors. Also, I don't think any ships drop in FL when they are reduced. At least none of the ships that I have.
Lol. Yeah. Mini class 2s, kind of like the Imperial Interdictor Cruiser.
I'm going to repost the Hammerhead stats on this page so we don't have to flip through pages:
Hammerhead Cruiser
Cost: Class: 2
FULL STRENGTH Hull: 4/3 Defense: 15 front, 12 sides, 9 rear Weapons: Frontal Battery: Attack +3, Damage 4 (front spine only); Laser Cannon: Attack +2, Damage 1 Abilities: Fighter Launch 1 Point-Defense: +1 Command Counter: None.
REDUCED STRENGTH Hull: 3 Defense: 13 front, 10 sides, 7 rear Weapons: Frontal Battery: Attack +3, Damage 4 (front spine only) Abilities: Fighter Lauch 1 Point-Defense: +0 Command Counter: None.
Where do you think we should cost it?
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Post by Jm419 on Dec 28, 2009 11:29:24 GMT -5
That's what I meant. Lightside ships almost always have higher Fighter Launch than their counterparts. As for the Interdictors, perhaps the unique Leviathan should have FL2.
Well, I want my two fleets to cost the same in terms of capital ships. So, I want two Hammerheads, and three Forays to cost the same as one Leviathan and three Inderdictors. It really depends on where we set the respective costs. Say we want the fleets to add up to, oh, 140 points. We could cost the Hammerheads at 40, the Forays at 20, and the Leviathan at say 50, and the Interdictors at 30. We could always recost these lower, or higher, I just wanted them to add up so they'd be equal. The Leviathan should be the most powerful, and the Hammerheads should be slightly more powerful than the Interdictors, which are in turn more powerful than the Forays. Does that make sense?
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Post by bountyhunter9 on Dec 28, 2009 13:31:28 GMT -5
Okay, we should figure out the costs first. I'm fine with giving the Hammerheads FL2, that'll bump their cost up. I don't think we should price the Hammerheads below the Sith Interdictors, only for the reason that it wouldn't be accurate at all. The Interdictors are nearly double the length of the Hammerheads, so they should be able to take it in a one-on-one battle. I think the only way to have an accurate fleet with identical costs on both sides would be to, well, make another Hammerhead and another Foray.
That said, I think we should do the Leviathan now. That way we can use it as a base for the Sith Interdictors, which will let us see where we stand. I think we should get all of the stats done before worrying about the cost. How does this look:
Leviathan
Cost: Class: 2
FULL STRENGTH Hull: 5/3 Defense: 15 front, 12 sides, 9 rear Weapons: Turbolasers: Attack +3, Damage 3, Laser Cannon: Attack +2, Damage 2 Abilities: Unique, Fighter Launch 1, Interdict (?) Point-Defense: +1 Command Counter: 2
REDUCED STRENGTH Hull: 3 Defense: 13 front, 10 sides, 7 rear Weapons: Laser Cannon: Attack +2, Damage 2 Abilities: Fighter Lauch 1 Point-Defense: +0 Command Counter: 2
What do you think? If we don't want Interdict (which could go on the lackey ships), we could go for Tractor Beams instead.
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Post by Jm419 on Dec 30, 2009 1:38:28 GMT -5
Hmm. Does Defense always decrease in 3s? If not, we could change it. The Leviathan should have a Broadside ability, too. No Interdict (remember, that's useless, unless these things have FL2), and I like Tractor Beams. Other than that, that's very, very good, BH. You're statting all my ships. Lol.
Hmm. Or drop an Interdictor. Would that make more sense? If the Leviathan was 60, and the other Interdictors were 45? Of course, we could just make the light side fighters better.
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Post by bountyhunter9 on Dec 30, 2009 12:21:41 GMT -5
There may be an exact system, but from what I know defense decreases in accordance with how big the ship is (and thus how high the starting defense scores are). So the largest ships (ie, Viscount and Executor) have their defense scores decrease by four, the next tier of ships (Home One, Mon Cal MC80s, Star Destroyers) have their defense decrease by three, and any smaller ships have their defense decreased by two. So it looks like Class 1s have their defense decreased by four, Class 2s by three, and Class 3 and 4s by two. So, keeping with that pattern, our Hammerheads and Interdictors/Leviathan should have reduced defense scores of 12 front, 9 sides, and 6 rear. But we don't have to stay with the system if we don't want to.
A Broadside ability would really push the cost up, but that's probably what we want. Having just the two Interdictors would help. I don't know if we want to make a ship with only 8 total Hull cost 60 points, but we could go 50 or 55. But let's get those fighters done. I've already done a Sith Interceptor, here it is:
Sith Interceptor
Cost: 6 Class: 4
Full Strength: Hull: 1/-- Defense: 15 all sides Weapons: Laser Cannon: Attack +2, Damage 1 Abilities: Infinite (When this ship is destroyed, it returns to the fighter pool instead of being removed from play), Interceptor (Not stopped by fighters without Interceptor) Command Counter: None.
Reduced Strength None. Ship is destroyed.
Of course, we could change it from being Infinite (though this fits the whole Star Forge theme), to giving it a cost of 4, but then it's not as much fun. Up to you. How would you stat the LS fighters? How does this look?:
Aurek Tactical Strikefighter
Cost: 6 Class: 4
Full Strength Hull: 1/-- Defense: 16 all sides Weapons: Laser Cannon: Attack +3, Damage 1; Proton Torpedoes: Attack +2, Damage 4 Abilities: Interceptor (Not stopped by fighters without Interceptor) Command Counter: None.
Reduced Strength None. Ship is destroyed.
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Post by Jm419 on Dec 30, 2009 13:06:08 GMT -5
Or 15, 12, 9. We should probably do that. As for the cost of the Class 2s, we can set the fleet totals at like 110 instead of 140. So we could go 40, 35, 35 for the Sith, then 35, 35, 20, 20, 20 for the OR. Would it make sense to have the Forays cost 20? And would the Leviathan make sense at 40? I think so, but I'm not skilled with the SSB customs.
I like the Infinite piece for the Interceptor, that works well. I like that ship very much.
As for the OR vessels, I have two different classes of fighters - the Aurek and the other, heavier vessel that looked like the Slave I. I can't recall the name, and I can't find it on Wookiepedia.
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Post by bountyhunter9 on Dec 30, 2009 13:29:40 GMT -5
Lol. Those are the starting totals we have, then we can decide whether we want them to decrease by 2 or 3 when reduced. Those costs would work, though I don't know if a Broadside ability (unless it's like Attack +4, Damage 3) would work for 40 points. Maybe. The Forays would work at 20. We can do those last since they have no Sith equivalent and don't affect the rest of the LS fleet as much. Sounds good. Does the Aurek look good, or should we up the cost a point and make it a little better? Oh, you mean this one: starwars.wikia.com/wiki/S-250_Chela-class_starfighterThis one would be easy to stat too. EDIT: Also, I've added the Ebon Hawk to the list on page 1, and its stats are up.
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Post by Jm419 on Dec 30, 2009 20:00:44 GMT -5
Yeah, okay, that works.
Sounds good - I was thinking of another hard hitting ability that would help it out, I always like broadsides. Lol.
The Aurek shouldn't have Proton Torpedoes, it should be a fighter-killer. The other vessel - the Chela Class - should be the heavy fighter.
Ooh. Very cool, BH.
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Post by bountyhunter9 on Dec 30, 2009 20:32:57 GMT -5
Broadsides could work, we would just need to make sure they're not as powerful as the Executor's or Invisible Hand's.
Perhaps a lesser form of torpedoes? They were equipped on the ship, so I think we should reflect that, and it gives it a niche and advantage over the Sith Interceptor. We could also make the Aurek more like an A-Wing/X-Wing hybrid, by giving it two laser cannons but at slightly lower attack bonuses. How about these changes:
-1 attack and -1 damage to the Proton Torpedoes -1 attack to the Laser Cannon +another Laser Cannon
Or we could just downgrade the Torpedoes and up the attack by 1 on the single Laser Cannon.
For the Chela, how does this look?:
S-250 Chela Starfighter
Cost: Class: 4
Full Strength Hull: 1/-- Defense: 15 all sides Weapons: Laser Cannon: Attack +2, Damage 2; Concussion Missiles: Attack +2, Damage 3 (+2 attack against nonfighters) Abilities: None. Command Counter: None.
Other options would be to add an extra Laser Cannon instead of the single L Cannon dealing 2 damage.
Thanks on the EH. I basically took the Millenium Falcon and upped the defensive abilities while bringing down the offensive abilities.
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Post by Jm419 on Jan 1, 2010 16:53:50 GMT -5
Exactly. They're 4,000 years older.
No, I like the -1 Attack, and +1 more laser cannon. I'm sorta thinking -2 Damage on the torpedoes.
That's good. I like this, it's very good. Pretty simple, but it looks good.
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Post by bountyhunter9 on Jan 2, 2010 13:45:39 GMT -5
Okay, so that gives us this for the Aurek:
Aurek Tactical Strikefighter
Cost: 6 Class: 4
Full Strength Hull: 1/-- Defense: 16 all sides Weapons: Laser Cannon: Attack +2, Damage 1; Laser Cannon: Attack +2, Damage 1; Proton Torpedoes: Attack +1, Damage 2 (Usable only against nonfighters) Abilities: Interceptor (Not stopped by fighters without Interceptor) Command Counter: None.
Reduced Strength None. Ship is destroyed.
Look good?
Thanks on the Chela. Do you think we should up the attack of the single Laser Cannon by one and give it a cost of ... five?
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Post by Jm419 on Jan 2, 2010 15:24:02 GMT -5
Yes, that Aurek's perfect. Bravo.
Oh, I'd say so. That'd be fine.
So that leaves us...what, the Forays and the Interdictors?
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Post by bountyhunter9 on Jan 2, 2010 23:09:04 GMT -5
Thanks. I'll update the original post in this thread with all of these customs we make, as we go along.
Yeah, I think that's all. For the Forays, I think we should model them off of the Tantive IV:
Foray Blockade Runner
Cost: 20 Class: 3
Full Strength Hull: 3/3 Defense: 14 front, 10 sides, 8 rear Weapons: Turbolasers: Attack +1, Damage 2; Laser Cannon: Attack +1, Damage 1 Abilities: Antifighter Targeting +4 (+4 attack against fighters) Command Counter: None.
Reduced Strength Hull: 3 Defense: 12 front, 8 sides, 6 rear Weapons: Turbolasers: Attack +1, Damage 2 Abilities: Antifighter Targeting +4 (+4 attack against fighters) Command Counter: None.
Look good?
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Post by Jm419 on Jan 5, 2010 23:12:52 GMT -5
Yeah, that's basic, but it gets the job done. Is 3/3 a little powerful?
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