kilemall
SOC-14 5K
As you folks can see I've been working at a lot of the assumptions underlying mechanics with a view towards making them at least make sense even if I don't IMTU-ize them.
Most that are specific to CT and IMTU I've been placing in my thread, but with some they have wider multi-version applications or they aren't IMTU 'law' yet, I'm looking for feedback.
This system is one of those, the baseline of the eventual integration of CT LBB2 and HG combat, with the idea of giving a vivid impression of what just happened to their ship and providing more engineering and ship operations drama.
The concept is simple.
Divide up the ship into ten zones of 10% of ship tonnage, preferably by whole lots of function.
Split the sections within the zone into probability of damage, so there is a subchart of damage when that section is hit.
When rolling damage location,
roll against the table for the hits ignoring internal hits except for meson guns (simplified),
or
figure out what facing the ship was oriented towards, reroll damage location hits for anything not facing the firing ship (not so simple).
Each weapon delivers x tonnage of damage.
Roll against the subchart for that section. Apply the damage. 100% damage means usually more severe then a lower damage level.
If there is more tonnage of damage left from the hit, roll in the section table again and apply it.
Repeat until a hit is obtained against an already hit area. That means then that the hit 'goes through' to another section.
Roll randomly, ignoring sections that are not adjacent (simplified), or if the general direction of the shot is known, figure out the most likely section and start rolling against and applying damage there.
If a shot 'goes through' the second section and it's not internal, the remaining damage is applied to the hull, with it's own consequences (mostly systems that are either sited on hulls, armor effects, and/or conduits that convey power, control, life support etc.).
Most that are specific to CT and IMTU I've been placing in my thread, but with some they have wider multi-version applications or they aren't IMTU 'law' yet, I'm looking for feedback.
This system is one of those, the baseline of the eventual integration of CT LBB2 and HG combat, with the idea of giving a vivid impression of what just happened to their ship and providing more engineering and ship operations drama.
The concept is simple.
Divide up the ship into ten zones of 10% of ship tonnage, preferably by whole lots of function.
Split the sections within the zone into probability of damage, so there is a subchart of damage when that section is hit.
When rolling damage location,
roll against the table for the hits ignoring internal hits except for meson guns (simplified),
or
figure out what facing the ship was oriented towards, reroll damage location hits for anything not facing the firing ship (not so simple).
Each weapon delivers x tonnage of damage.
Roll against the subchart for that section. Apply the damage. 100% damage means usually more severe then a lower damage level.
If there is more tonnage of damage left from the hit, roll in the section table again and apply it.
Repeat until a hit is obtained against an already hit area. That means then that the hit 'goes through' to another section.
Roll randomly, ignoring sections that are not adjacent (simplified), or if the general direction of the shot is known, figure out the most likely section and start rolling against and applying damage there.
If a shot 'goes through' the second section and it's not internal, the remaining damage is applied to the hull, with it's own consequences (mostly systems that are either sited on hulls, armor effects, and/or conduits that convey power, control, life support etc.).
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