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Present DR said:"You are hit by a class five weapon, your shields mitigate two points from their stock of ten and your hull takes the rest..." *determine specific narrative effects*
Given that a hard-line numbers approach is both cumbersome to use in a narrative game and irritating to a good portion of the playerbase (as I so painfully discovered with my own attempt), I would support further development of Fred's idea. As Uso said, it's still a numbers system, but it IS easier to use in a narrative game because of the redefinition of terms.Fred's DR said:"You have been hit by a medium capital weapon, your shields are weakened and your hull has taken some of the damage..." *determine specific, narrative effects*
I think the current system works well. Most factions have the same damage, the same ship sizes, and the same defense, which makes things fair and allows us to focus on roleplaying.
If you're yet unwilling to see such through despite this, I'd offer a compromise: open this discussion to our memberbase at large and see what their response is. If feedback continues to be positive, I'd think it'd make for a very strong argument by itself. Also, with more minds providing constructive input, perhaps this can be even streamlined into something more attractive.