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Originally Posted by Mustrum_Ridcully I don't know what kind of scale you used for space fighters (e.g. do they take one hex, or does a squadron take one hex?) It seems there is a lot of space to them if you tried something like "1 hex = 1 starfighter". I think your illustration above indicates starfighters are smaller than 1 hex. |
That's right; a squadron is a hex. I made a bunch of homemade counters, but I don't have them in a format I can upload here, but it's clear when you have the counters. I need to find someone to design all the counters for me.
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A propos illustration:
Basically, Fire Arcs can be "exception based"? Each ship has its own, and sets a set of weapons to each firearc?
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Yup; that's how the above diagram works. A diffeent ship will have those red, blue, green and yellow lines in different places. And the stat blocks already incidate which arcs a weapon can fire in.
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Maybe one targeting option should always be to disable the weapons at one firing arc? I mean, disabling weapons, shields, life support, sensors, warp is a Star Trek trope That might also warrant some indicating in Federation vessels, maybe a special bonus to attack damage locations.
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Yup; that's essentially a function of "how much detail do we want?" We could narrow it down as uch as we want, although is that a good exchange in favour of fun gameplay?
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Do damage locations have their own hit points, does damage transfer between ship and location?
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For the sake of simplicity, I'd say yes and no respectively.
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Hmm... Should their be "Campaign Guidelines", on how to create a set of battles, where you can repair crippled ships or take over disabled or destroyed ships?
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Maybe another book!
In this book, I eventually want a "scenario" section with various scenario setups and goals. For example, it doesn't have to be "kill all the enemy ships"; it could be "destroy this ground target", "board and capture this diplomatic ship", "escape through the asteroid field from the chasing TIE Fighters", etc.