What?! A DD with only 4 magic screws?
*screams and dies*
That's a bit harsh.
I'm definately no authority on this, playing only feds/hydrans/lyrans, and playing light ships only (where there are much less spare parts) but I generally don't encounter this "Cabable of repairing his way to victory" problem. They repair for awhile, but for both me and him parts get pretty thin pretty fast in a pitched battle. It can mean the difference between victory and defeat, but in my experience, only very closely pitched battles.
Isn't this a problem already for all dizzy users? I mean, you only hit 4-3 d6 per dizzy per volley at saber dancing range, which means that you're going to, in effect, Mizia someone to death. It can't worm its way up the DAC quite as ferociously as a dreaded mirak's type IV missle spread, which would mean that you don't just get the benefit of being able to hit those critical systems again and again, you HAVE to hit those systems again and again. Couple that with the fact that the systems you're hitting are much less of the time power systems, and being able to get to speed (but having no weapons, hull or bridge) seems more a normal precipitation of what should be happening as opposed to a horrendous bug.
Aren't doubled internals still in effect? If so, that would be more of an impediment than the magic screws.
Since this seems to be the current topic of debate, I must say that I am opposed to having tiny spare part hatches. It might mean the difference between a disabled (and escaped) and a destroyed vessel to you, but it means the difference between barely surviving and being blown to bits for a small ship captain like me; Small spare part hatches hurt light element commanders more than heavy element ones, if there wasn't enough *already* to discourage light ship use.
This is also completely off topic, but since we've wandered away from patching status for some time now, I feel comfortable in speaking about it. Do crew experience ratings go up with one's rank in OP? I don't know if anyone's noticed, but if one's an admiral, it's seemingly much easier to turn a F-DD than at the time when one was a Lt. Commander. If true, this would be another factor why big ships survive more than little ships (the people being able to afford big ships being, generally, higher in rank than the ones with little ships).
This is even MORE of topic, but saying BUMP isn't verbose enough for me today, so i'll ramble on. What happens when you lose all those points in a critical system? If you lose all the hull points, i'm aware that other than having to move deeper into the DAC, nothing happens. Losing sensors makes you (supposedly) lose missle control and electronic warfare and losing labs can impact on shield regeneration. What happens when all the Bridge points are lost? Do you *really* lose EW ablities/ missle control when you lose sensors?
Anyway, for people who skim posts, in summary:
1. I prefer small ships. Small ships are nice.
2. Saberdancing seems to work the way it's supposed to (against me, anyway).
3. I want to keep all the spare parts I have. Gimme back my magik screws.
4. Do crew experience ratings go up as you raise in rank? Tasks *do* seem to become easier...
5. what happens when all the points in sensors/bridge/other-critical-system-of-your-choice leave, other than moving up the DAC?
The most verbose bump this side of a forum,
Holocat.
PS. You forced your opponent to retreat, didn't you? You won, right? What's so incredibly unjust at merely having them retreat before you? Isn't the victory proof that saberdancing does work, as opposed to does not?