Re: Crew Insurrections - to powerful?
Ya, taking complete control/ownership of a military ship with intel ops sounds pretty hard to me.
I would suggest that it be given a chance to fail equal to say, 10% for every control system, crew quarters, or boarding/security component, and also add in the crew experience rating. So a cruiser with bridge, two crew quarters, a security team, and +20% skill rating would have a 60% chance of blocking takeover attempts. Larger ships would be harder to take over (more crew quarters), and players wishing harder-to-conquer ships could add appropriate components to their designs.
Master-computer-only ships would be easier to take over this way, which to me makes a lot of sense. I'd also remove their skill abilities, but then, I'd remove it for all purposes, too.
PvK
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