Critical hits

Started by Sean Clark, November 23, 2022, 08:15:23 PM

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Sean Clark

I can't remember whether this came up in play testing so shall ask the question here.

Was there ever any consideration to make critical hits occur every time 5 hit points were lost rather than the hit points moving through a multiple of 5?

The reason I ask is that this question came up over the weekend. One or two ships start 1 hit point above a multiple of 5. whereas others start 4 points whereas others start on a multiple of 5 so have to suffer another 5 points before reaching a critical.

I recognise there may be a case to say that multiples of 5 make it easy to remember (so reaching 25, 20,15 etc) But it wouldn't be beyond most gamers to mark off hit points using the '5 bar gate', therefore knowing they've suffered 5 hits.

Just for thoughts and discussion. No slight, advantage or pompousness is intended!

martin goddard

#1
The multiple of 5 was eventually chosen because players can memorise the 5 x table (?).

It would be sensible to go with "every 5" from the start value but then there would be/was constant "what hit points did you start at?".
The simplicity of 5x table outweighed any minor upsets with start values.

The number of critical hits will not change whether a start  or 5x table value is used.

The Doctors dementia test asks patients to deduct 7 from number again and again. They (doctors) expect only a couple of correct answers before it goes wrong.

The rules do clearly warn players about the 5x system. They have been well warned.
If that upsets players it is  shame but still stands.

martin :)

Sean Clark


martin goddard

Thanks Sean
You will still encounter "it's not fair", but such is the nature of games :(


martin :)

Smiley Miley 66

#4
I did mention it is also the only way some of the "smaller" ships can hurt a "Big" ship! By firing some Light and Medium guns getting them through the Armour then possibly rolling a "good" critical Hit !
Just in case people say it doesn't happen, the Prinz Eugen v HMS Hood....
Miles

Colonel Kilgore

That's a very good point Miles!

Simon

Sean Clark

Excellent point well made. When  it happens, its a tale that you can tell your grandchildren 😁

Smiley Miley 66

We still talk about that kiddy at Salute ? When he rolled 3 Double '6' critical hits in one game against his own Dad ! That's going back a few years ago.
Miles

Forst22

Played with this one for a while, then decided the simple solution was to count damage up rather than down, ie start the count from one! Then 5,10,15 etc becomes a critical and anybody ones are after the last critical.

See the spreadsheet I posted in "sample fleets".


Colonel Kilgore

Graham, you are a sinner (see discussion below)  ;D

Obviously fine between consenting adults.

Simon

Smiley Miley 66

Must admit as much as it can be annoying, it can also be a good thing that the Hit boxes start before or after the first Critical !
What people don't realise they can done some small adjustments to the "stats" as the prepare the points. But remember you might make the ship cost a lot more or become weaker if you go to far one way or the other ? It's very much take from one hand and place in the other, but if you go too far ! You upset the balance?
So yes keep the Hit points as they are. It could be some peoples OCD that it plays with being the wrong way round ?
Getting a Critical at 2 hull points could lose you the ship just when you thought it might hang on till the end of the game ?
Miles

Commander Klank

Here is how I do my ship a data sheets X's are critical hits.


Colonel Kilgore

Very neat and tidy, Commander Klank!

Simon

martin goddard

I agree Graham.
They look efficient.


martin :)

Sean Clark

Very nice. I shall shamelessly copy this idea for my games.