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Post by woelf on Sept 30, 2009 9:46:26 GMT -5
Ah! There's something: putting a three turn limit on submerged subs has worked for me in the past. If that rule can be instated, maybe an equipment (Oxygen Tank?) could be made to keep them under longer; say five turns at maybe 3 or 4 points? It can be eliminated in boarding parties. I'd be strongly opposed to any sort of submerging limits for submarines as anything but a house rule. It may seem more realistic to force subs to the surface every few turns, but you have to keep in mind the overall scale of the game - or more precisely, the complete lack of scale. The typical distances between islands in reality could be hundreds or even thousands of miles, which means that a single move action could represent several days or even weeks of time at sea - and during that time a submarine would most definitely be able to find the chance to pop to the surface and take on more air. Forcing them to the surface for an entire turn every once in a while will handicap them far too much. They're already expensive and hard to use, so something like this could make them nearly unplayable. Sure they're powerful in a game where you can't really attack them without the right abilities, but even then they're not really that much of a threat. Most smaller treasure-running ships are quick enough that all but the fastest of subs won't even be able to touch them, and most of the better gunships are large enough that trying to ram them to death is going to take a very long time - or in the case of a six or ten mast ship will be impossible unless something else softens them up first. The only time a "limited air" house rule might be necessary is in a deathmatch game where the only way to win is to wipe out the enemy fleet. However, since there are already a number of other things from the standard game that don't really work right for that style of play and/or are overpowered (Eternal), a house rule for subs in deathmatch isn't a bad idea. It is definitely not needed for games using the standard rules.
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Post by Commodore Vendari on Sept 30, 2009 13:35:40 GMT -5
Ah! There's something: putting a three turn limit on submerged subs has worked for me in the past. If that rule can be instated, maybe an equipment (Oxygen Tank?) could be made to keep them under longer; say five turns at maybe 3 or 4 points? It can be eliminated in boarding parties. I'd be strongly opposed to any sort of submerging limits for submarines as anything but a house rule. It may seem more realistic to force subs to the surface every few turns, but you have to keep in mind the overall scale of the game - or more precisely, the complete lack of scale. The typical distances between islands in reality could be hundreds or even thousands of miles, which means that a single move action could represent several days or even weeks of time at sea - and during that time a submarine would most definitely be able to find the chance to pop to the surface and take on more air. Forcing them to the surface for an entire turn every once in a while will handicap them far too much. They're already expensive and hard to use, so something like this could make them nearly unplayable. Sure they're powerful in a game where you can't really attack them without the right abilities, but even then they're not really that much of a threat. Most smaller treasure-running ships are quick enough that all but the fastest of subs won't even be able to touch them, and most of the better gunships are large enough that trying to ram them to death is going to take a very long time - or in the case of a six or ten mast ship will be impossible unless something else softens them up first. The only time a "limited air" house rule might be necessary is in a deathmatch game where the only way to win is to wipe out the enemy fleet. However, since there are already a number of other things from the standard game that don't really work right for that style of play and/or are overpowered (Eternal), a house rule for subs in deathmatch isn't a bad idea. It is definitely not needed for games using the standard rules. In Eternal's case, it can be handicapped to one-time use, or even not at all; Eternal ships can be towed. It'll be just another fleet strategy. As for the subs, I see your point, woelf.
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