I don't see Rolepgeek's power being a serious problem. After all, according to aklyon's rules as I understood them we can't bring online any new weapon or defensive systems after the start of a battle; your weapons can be destroyed, or you can choose to stop using them, but you don't get to activate any new ones.
He therefore could not enter combat, recycle the weapons and defenses he didn't use into something specifically tailored to deal with one particular opponent, and then after that's done unleash the new equipment unless the fight ends, which so far has always ended in one or more participants eliminated entirely. What's the point of preparing to fight an enemy that you've already defeated? His strategy will basically have to be to predict ahead of time who he will be engaging, which works if he plays offensively, but not reliably if defensibly. His weapons according to the most recent post I could find are reasonable and effectively deal damage on hit per the normal rules.
Pretty sure this is not the case. Don't see it anywhere in the rules. I attempted to repair defenses mid-battle with you, so there's precedent against it.
The only thing the rules say is that you can't use inactive weaponry in battle, which is kind of the point, as inactive weaponry is weaponry that is supposed to be inactive.
The gravity cannon and the boarding squadrons are the only ones I can see that would need a special case: for the gravity cannon, Aklyon may need to roll to decide whether the projectile establishes an orbit around the target and then, when the target moves, roll again to decide if that projectile collides with it or is flung out of orbit and what that entails, such as it flying off into the ground or something. The boarding squadron seems a little too far fetched, like some of your weapons that do something similar;
I have no qualms with the his weaponry, only with the variety of his special ability.
Your first weapon, the ion cannons, seem to be intended to instantly take enemy craft out of action because they can no longer shoot back. Whether Aklyon demands functionally 1 mass/destructiveness, putting 20 points in all other stats and leaving mass and destructiveness at zero is ridiculous.
First off, the effect is temporary, secondly it is nowhere near as strong as you describe it to be. At best, all guns together can reduce enemy gun stability by 48. (Assuming all hit, but no crit). This is only sufficient to surefire disable 1 or 2 guns. 4 if they have low stability ratings. And that assumes they win the speed roll, and hit, both of which can be rather unlikely.
If I had, on the other hand, invested that in conventional weaponry, I could probably blow 1 gun straight off the ship, and use them for damage if I wanted too.
Your decontamination droids apparently do the same thing, as well as dealing continual damage once they're on the enemy vessel
http://www.bay12forums.com/smf/index.php?topic=145304.msg5879326#msg5879326I have the feeling you're making stuff, hence the link to the sheet. Continual damage is never mentioned, at all. Stunning is also not mentioned.
, as well as your ion disruptors, which apparently start dealing damage-over-time after the first hit without needing to reroll, on top of disabling enemy equipment.
They do need to reroll. If they didn't need to reroll, their bonus wouldn't be boosted stability, would it?
The decontamination droids need a special case for how they get chunks of the enemy vessel and how those salvaged components will be dealt with once returned to your vessel.
No they don't. These materials are utilized to recharge the vessel's special ability. Sorry if there has been unclarity in that regard.
You have a defense system that immediately recharges your shields, when Aklyon specified that we don't get to start the game with a shield generator, only points in the shields themselves.
It doesn't immediately recharge shields. But yeah, I forgot about the no recharge thingy. Going to wait for him to change that, or if not, remove the shields for being completely useless. (Because really, if you can have non-repairable shields that take X points of damage before mitigation, or structure that takes 3X points of damage, after mitigation. Which are you gonna choose?)
The boarding squadrons, decon droids, ion disruptors and cannons; Aklyon hasn't written rules for how boarding, arresting control from an opponent and damage-over-time (with associated saving throws) will be handled.
I don't have anything that does damage over time, and boarding and arresting control already has suitable rules for them. They haven't been revealed, but for the previous few turns I have been murdering the population of my enemies, which you should have noticed.
It would be fine with me if the Ion cannons disabled weaponry by destroying them via a destructiveness stat that is "temporary" or "the weapon isn't actually destroyed, it's just unusable during the next turn and will be disabled again the turn after if next turn the ion cannons hit again and deal enough "damage" to disable it, also they can't be used on anything but weapons", but they don't. They just roll a D20+20 against to instantly disable for an unspecified length of time.
Each gun lowers the targets gun stability by a d2 for 1 turn. This is noted in the sheet.
Until he comes up with rules for these special cases, I really don't like the idea of weapons that damage again next turn without having to roll to hit again when there is no reflex save or whathaveyou, or disable enemy ships' components when there are no rules for how boarding/hacking-to-effect-remote-control is to be handled.
Basically, what happened here is that you saw Rolepgeek complaining about my ship being overpowered, and then made up stuff that wasn't there, AT ALL, so that it would be overpowered. Watch out when you assume things, as it can make you look like a complete fool.
Additionally, 'incompetence' is not the same as 'not putting 20 points in Stability for every weapon and minimizing destructiveness so I can have infini-weapons that actually do more damage total than a single weapon of equal destructiveness would'
Have you actually read my sheet. Because your main gripe with the sheet, ie, the infini weapons with more damage each than a single weapon would do, don't exist. First of all, they do zero damage, being intended purely to deactivate enemy weapons temporarily. If I gave them 1 massiveness and 1 damage, they would actually be far stronger.
And when faced with a choice between a weapon with X stats, and a weapon with X+10 stats, with no drawbacks for that weapon whatsoever, it is feigned incompetence (/real overconfidence) to take the lower number.
And the point is to Grow. Not exponentially, just at all. He did say that would improve our stuff's base stats, it seemed to be part of the game, if the fact that he has rules for things like Shields lvl 20 are any indication.
And other players have been improving their base stats slowly through their in game actions. None of them as fast, and with as much choice as you.
Also, pretty sure I don't. My squadrons are like 100 points of weaponry, Massiveness wise, and the rest is like 30 points. Defenses are around the same, too.
8*8+14*3+9*2+3*6+20*2+3*4 = 194 (That's just weaponry. Defenses is closer to the 60 points limit.)
Also, Coggington has far more stuff than I do. Krarkkus is well on it's way to the same, I believe. The Fluxxstone is terrifying anyway. The only reason you say that is because my stuff can be counted more easily since everything has a set value.
Uhm, no, not really. Dr. Cogginton's structure was tripled, as far as I found, so it's now 9, rather than 3. Hardly spectacular. In addition, without steam he'll run into the ground. Besides, his sheet is still done using the old style formula, so his weaponry and defenses are worthless.
Krakkus has gained 5 integrity, but that's it.
Fluxxstone is also not very dangerous. The Flux is a wild card, but half of their defenses are still gone after 1 wayward strike of mine.
Heaven's acropolis is dangerous, but only because he actually updated his weaponry to use the new rules; (Also, stupidly lucky)
As for boardin weapons: I had just had the idea of it needing to break through enemy defenses, then dealing damage with subsequent rolls to represent the combat. Quite a few ships have stuff to counter boarders, or boarders of their own, that like fighters/drones it becomes it's own sub-class.
Or you know, simply run it as attacks versus population.