Sa'vasku weapon of the day report

1 posts ยท Jul 2 2001

From: Jaime Tiampo <fugu@s...>

Date: Mon, 02 Jul 2001 01:11:55 -0700

Subject: Sa'vasku weapon of the day report

Well we had a game today of S vs S. Wasn't supposed to be that way but no one
else brought fleets and I figured since the rest said they would I didn't
bring my earth fleets.

So we ended up with two almost identical S fleeets. 1 SDN, 1 BB, 3 HC, 4 DD.
One fleet ran regular shields and one fleet ran deployable armour. Neither
fleet had fighters. I was the only player that had played S before.

Game was fairly uneventful except for a all or nothing move on my part where I
max thrusted my damaged BB (first row, most of second) and my last cruiser
(undamaged) past Corey's fleet placing my detachment behind him and Brian's
infront of him. Next turn Corey rotated his fleet to face me thinking Brian
would move past him which he didn't, leaving Brian's entire detachment behing
Corey's force. Needless to say I lost the BB but the cruiser survived and
Brian's SDN annialated Corey's SDN. Game was called at that point.

Breakdown of deployable armour.

It goes down a lot. Everyturn it was up and the ship was shot at it went down.
So it absorbed 5 damage plus whatever it saved as a level 1 shield. Oh the 3
ships I had mounted with them I lost 2. In one case the shield saved the
vessel from 10 damage (went down twice, I had power in the repair pool
waithing though and got it back up without a turn delay) and about half that
again as a level 1 shield. The second ship it was only usefull for the first
few shots before it went down and the ship was destoyed that turn.

> From what I saw in this game the armour has the potential to absorb a

Some points about playing with it. If you're expecting to get hit you have to
keep power in the repair pool for it. It's too handy not to fix right away.
What's in my mind as maybe not right yet is the cost, it maybe underpriced, I
don't think it was too much in this game but I have to play with it more on
different size ships to find out, and having it come back at full power when
repaired. I was actually hoping that it would go down every turn it was shot
at so I could repair it and have it full power next turn. Though at a 50%
change of repair I don't know if that's good odds. Perhaps if it was
unrepairable. If unrepairable I'd cost it much cheaper though.

Right now it doesn't seem too unbalancing and it does give smaller ships more
flexability and durability. I'll be doing more play testing on it coming up.