So I was thinking about the roles we have for ordnance right now, and there was one role that was lacking: a DoT missile. How would you go about adding one to the game? It would probably need some new type of token to represent the DoT effect, but would it burn a Hull a turn (in which case it needs to be easily removable) or would dice-rolling be involved (in which case removal could be a bit harder)?
DoT Missile Needed
I think the crits that have DoT-like effects add enough of that kind of thing.
DoT.. sorry not familiar with that set of letters..
Damage over Time
That could get OP pretty quickly, I think. Bane of low-hull ships, for sure.
I agree that a DoT missile would be a good addition, but I see it as a counter to large base ships, i.e. you can get away but still pay the price. Giving it a way of stopping the damage makes it completely worthless (and ordnance is bad enough as it is).
The major problem I see is that a DoT missile will always be better at killing small base ships than large base ships, and that seems to me to be the wrong direction to go.
Perhaps they could do 2 damage per turn to large base ships and 1 to small base ships, but that is pretty harsh.
While the concept in itself makes a lot of sense, I think it is too complicated to balance.
Damage over Time
Thanks, I thought maybe that was it but wasn't sure..
Yeah.. not sure that is a good thing in this game..
Maybe it could be like a reverse Flechette Torpedo: only apply the DoT if the Hull value is 5 or higher.
So not a Department of Transportation missile. With my work that is the first thing I think of when I see DoT. Remember that not everybody knows all of the abbreviation used in gaming. When talking about a game effect (especially one not in X wing at the moment) it would be nice to clarify what your talking about before using the abbreviation.
So not a Department of Transportation missile. With my work that is the first thing I think of when I see DoT. Remember that not everybody knows all of the abbreviation used in gaming. When talking about a game effect (especially one not in X wing at the moment) it would be nice to clarify what your talking about before using the abbreviation.
It means the pilot has to pay a fee to register their starship.
In the end, the Empire won by burying the rebels in paperwork.
I thought that was what sparked the rebellion in the first place. Han started out just like any other long haul trucker.
I amnot entirely against the idea. But it needs to be removable or all you need to do is hit sombody with the missile and run away all game long.
I would see A-Wings with Munitions Failsafe become pretty overpowered in case it was not removable.
I would have a name for the missile.
Buzz Droid Missile.
The damage over time would be the little droids slowly dismantling your ship!
I amnot entirely against the idea. But it needs to be removable or all you need to do is hit sombody with the missile and run away all game long.
I would see A-Wings with Munitions Failsafe become pretty overpowered in case it was not removable.
I would have a name for the missile.
Buzz Droid Missile.
The damage over time would be the little droids slowly dismantling your ship!
I amnot entirely against the idea. But it needs to be removable or all you need to do is hit sombody with the missile and run away all game long.
I would see A-Wings with Munitions Failsafe become pretty overpowered in case it was not removable.
I would have a name for the missile.
Buzz Droid Missile.
The damage over time would be the little droids slowly dismantling your ship!
Or you could make it a torpedo and pretty well bypass that problem. I'm thinking maybe on the next turn the DoT victim can spend a Focus or Evade token to remove the effect.
Shield malfunction token. weapon deals X number of tokens. After a ship executes a maneuver, remove a token. When the token is removed, also remove a shield token. If ship has no shields tokens, maybe take a stress or ion?
Just a thought.
Roll an attack die, on a hit take a damage, on a crit deal a damage but the effect ends, you may perform an action to remove the damage, roll an evade die, on an evade, remove the effect?
Personally I would rather just have a way to burn through large amounts of shields at a cost of reduced effectiveness against hull, some sort of EMP or plasma torpedo/missile/cannon even as simple as crits from that weapon soak 2 shields instead of 1