Posted: Tue Dec 28, 2010 12:33 pm
Yup they can be 2 turn armed as noted. However, that means downgrading your weapon in order to do something other weapons can already do (fire on turn 1). If you think plasma is in need of help already then that doesn't appear much of a counter argument, unless of course you also think they will realistically get something much more potent to compensate.
I'm not usually going to want to fire my primary 3 turn arming weapons in their weakest (damage and 'range') mode just so I can get a turn 1 shot. I'm not usually going to want to attack full on on turn 1 to fire only normal Fs either, when I could wait for a full load on turn 2. I might do either of them if the enemy has forced me to fire (or goofed up monumentally), but I'd be surprised if many people did it by choice.
I'm not saying that firing plasma on turn 1 would be the order of the day, just as it isn't for 2 turn armers either. It would, however, be a choice just like it is for 2 turn armers.
Don't forget, it is not the just the act of firing that is important. The threat of firing provides tactical choices and changes the way opponents act. All other ships can currently tootle up to the middle of the board saying 'my big guns are armed, do you really want to mess with me punk'. They may even have power for some overloads. To a large extent all a plasma ship can do on turn 1 is say 'Do I feel lucky'.
Even if the 2 turn armer does not fire, he has been able to threaten that shot and achieve a positional advantage. He can even take an impulse 8 shot against a plasma ship keeping at range knowing that he only has 9 impulses before he can fire again, and that the range the plasma ship kept at provides some defense during that time.
Even if the plasma ship didn't fire on turn 1 you will only be left with holding cost on turn 2, which in turn allows you to be more aggressive.
Against a number of races who may be coming straight at you to get in some shots (disrupter races, PPD, Andro, Orions) it allows you to actually be reasonably counter-aggressive. Even an S launched on 8 of 1 allows you start rearming straight away, as well as maybe giving the other guy something to deal with before he gets to shoot again, making it a little harder for him. These things may not happen or be needed, but at the moment you get no serious choice in the matter.
Note I'm not trying to make plasma races more potent per se. I was pondering why they are denied some choices in the first 2 turns of the game, unlike other races, for no obvious reason. Equally I was pondering tourney style time limited games where the long arm cycle and later initial launch disproportionately disadvantages them in my experience.
I would also add a note that fudging the plasma rules themselves (e.g. faster) doesn't necessarily compensate for the tourney issue, you are still quite possibly left with just 1 good shot and not enough time to properly reload and line up for a second shot. Whereas 2 turn armers can often be reasonably sure they are getting 2 shots off, and 1 turn armers are even better off relative to plasma if they can't get a meaningful second shot.
Allowing the ability to arm on turn 1 doesn't require any new mechanics/rules. It just requires that plasma gets a rule that other multi turn weapons basically already get.
I'm not going to say that they absolutely need it etc, but I do think such a change would appear beneficial. I would also say that for a game that appears to sell itself to some extent as a 'fast playing, slap your ships down and get blowing each other up' it appears rather odd that plasma races were left with their primary weapons still arming.
Given that you currently cannot fire a G, S or R on turn 1 no matter how much you may want to I find that argument rather odd.I am not sure we need to change their arming cycles because it seems a rare occurrence where a plasma Ship Fires on Turn 1 anyway
I'm not usually going to want to fire my primary 3 turn arming weapons in their weakest (damage and 'range') mode just so I can get a turn 1 shot. I'm not usually going to want to attack full on on turn 1 to fire only normal Fs either, when I could wait for a full load on turn 2. I might do either of them if the enemy has forced me to fire (or goofed up monumentally), but I'd be surprised if many people did it by choice.
I'm not saying that firing plasma on turn 1 would be the order of the day, just as it isn't for 2 turn armers either. It would, however, be a choice just like it is for 2 turn armers.
Don't forget, it is not the just the act of firing that is important. The threat of firing provides tactical choices and changes the way opponents act. All other ships can currently tootle up to the middle of the board saying 'my big guns are armed, do you really want to mess with me punk'. They may even have power for some overloads. To a large extent all a plasma ship can do on turn 1 is say 'Do I feel lucky'.
Even if the 2 turn armer does not fire, he has been able to threaten that shot and achieve a positional advantage. He can even take an impulse 8 shot against a plasma ship keeping at range knowing that he only has 9 impulses before he can fire again, and that the range the plasma ship kept at provides some defense during that time.
Even if the plasma ship didn't fire on turn 1 you will only be left with holding cost on turn 2, which in turn allows you to be more aggressive.
Against a number of races who may be coming straight at you to get in some shots (disrupter races, PPD, Andro, Orions) it allows you to actually be reasonably counter-aggressive. Even an S launched on 8 of 1 allows you start rearming straight away, as well as maybe giving the other guy something to deal with before he gets to shoot again, making it a little harder for him. These things may not happen or be needed, but at the moment you get no serious choice in the matter.
Note I'm not trying to make plasma races more potent per se. I was pondering why they are denied some choices in the first 2 turns of the game, unlike other races, for no obvious reason. Equally I was pondering tourney style time limited games where the long arm cycle and later initial launch disproportionately disadvantages them in my experience.
I would also add a note that fudging the plasma rules themselves (e.g. faster) doesn't necessarily compensate for the tourney issue, you are still quite possibly left with just 1 good shot and not enough time to properly reload and line up for a second shot. Whereas 2 turn armers can often be reasonably sure they are getting 2 shots off, and 1 turn armers are even better off relative to plasma if they can't get a meaningful second shot.
Allowing the ability to arm on turn 1 doesn't require any new mechanics/rules. It just requires that plasma gets a rule that other multi turn weapons basically already get.
I'm not going to say that they absolutely need it etc, but I do think such a change would appear beneficial. I would also say that for a game that appears to sell itself to some extent as a 'fast playing, slap your ships down and get blowing each other up' it appears rather odd that plasma races were left with their primary weapons still arming.