Internal damage is actually the last big topic I'll have to cover in WCTO - everything else is just paperwork. I'm still undecided about how damage to internal components and subsystems should be resolved. These are a few ideas I've had so far:
How to determine when a ship takes internal damage?
How to determine how much internal damage a ship takes?
That's still not the end of the day: I'd have to assign some kind of repair value for each ship to see how fast internal damage can be repaired. And I'd have to think of a way how internal damage can be easily recorded on the ship sheet. Probably just use a separate damage sheet.
(I'd rather not think of how to implement it in the Flash GUI we're currently using. I mean, I've been down that road before with another game of mine, and it gets really nasty with all those additional rules...)
Well, so much for my free time for today... Just thought I'd let you know that I've not stopped thinking about WCTO and completing its rules.
How to determine when a ship takes internal damage?
- Assign a "Hull Integrity" value to each individual ship. Every time the damage points of an attack exceed this value, some subsystem is damaged.
- Simply set a fixed amount of "Hull Integrity" for each class of ship (light/medium/heavy fighter, bomber, transport, corvette, capship, dreadnought?).
- Do away with the current "Hull Points" system altogether and introduce "Armor" for each ship plus "Core Hull Points" - oh, yeah, and armor plating should be able to be reduced to shreds during continued attacks... Which would probably require something like a "Hull Integrity" value as well. (Definitely the most work-intensive solution!)
How to determine how much internal damage a ship takes?
- Create "Damage Cards." Draw a random card from the pile to see what subsystem(s) is/are damaged. (If you a draw a damage card with a subsystem the ship doesn't have, it qualifies as "no internal damage.")
- Roll for damage. This could take a while... (It's why I'd currently favor damage cards.)
- Internal damage comes in the standard flavors of lightly/medium/heavily damaged and destroyed. Destroyed subsystems cannot be repaired inflight.
That's still not the end of the day: I'd have to assign some kind of repair value for each ship to see how fast internal damage can be repaired. And I'd have to think of a way how internal damage can be easily recorded on the ship sheet. Probably just use a separate damage sheet.
(I'd rather not think of how to implement it in the Flash GUI we're currently using. I mean, I've been down that road before with another game of mine, and it gets really nasty with all those additional rules...)
Well, so much for my free time for today... Just thought I'd let you know that I've not stopped thinking about WCTO and completing its rules.
