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Subject: A simpler way to make Point Defenses progressively less useful rss

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I think that this is necessary because when you are designing your own designs/ships without it you can make Missiles pretty much useless by putting a large number of D's onto a BB or SD. The result is a lot of die rolling for little result [few hits]. This makes the game take longer.

A simpler way to make Point Defenses progressively less useful is to make each one after the 1st have 1 less hit number than the one before it with a floor of 3.

. . 1] A half D [= d] can be bought for $4 and it takes 1 space, but it starts at 3 not 5. You can only buy 1/ship. This is intended for the ES and the CR.

. . 2] Then all D's cost $10 and take up 2 spaces.

. . 3] The 1st D has a hit number of 5. After that each D has its 1st hit number reduced by 1. So, the 2nd D is 4 and all additional D are a 3. All additional D's are a 3, a2, and a 1. This puts a floor on the reduction at a level that is not that useful.

. . 4] So for example, 3x D have the following dice and hit number: 5,4,4,3,3,3,2,2,2,1,1,1 = total of 31, compared to before = 45. So, 5x D ==> 5,4,4,3,3,3,3,3,3,2,2,2,2,2,1,1,1,1,1 = total of 46 compared to 90. This is intercepting about half of what the original rule did.

. . 5] When using this you start rolling with 1 die for a hit num. of 5, then add 1 die for 4s, then the total number of D's you have for hit numbers 3, 2, and 1. A 3rd, 4th or more D just gives you 3 more rolls, 1 at 3, 1 at 2, and 1 at 1. This is 6 hits compared to the 1st die's 15 hits or 40% of the 1st D's power or 60% of the 2nd die's power. So, buying more than 3 or at most 4 is not a good idea. These additional D's are hardly worth it.

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