outlander78
First Post
I mostly play D&D (BECMI/1E/2E). I am used to having combat mostly be a party arrayed in some kind of formation exchanging blows (one dice roll per turn) with opponents. If in a space game each player has a weapon position targeting opponents, it is pretty much the same. If each weapon were to have varying options, or varying targets to choose from, it would be as engaging (or dull) as what I am used to.
Weapon options could be a single aimed shot that does more damage for the energy used, but might miss, vs a burst that uses more energy or does less damage but has a higher chance of hitting with some part of the shots fired. Or, as in X-Wing, do I use the laser (damage) or the ion (harder to fit, but disabling) or the missile (very high damage but limited ammunition).
Back to my original search for a good game, the players would be answering these decisions themselves by buying and upgrading a ship to meet their wants. Also, cost of ammunition for missile launchers would play during combat. Is it worth spending 100 GP to definitely kill that fighter, or should I use the 'free' energy weapon and take longer to get the job done?
Weapon options could be a single aimed shot that does more damage for the energy used, but might miss, vs a burst that uses more energy or does less damage but has a higher chance of hitting with some part of the shots fired. Or, as in X-Wing, do I use the laser (damage) or the ion (harder to fit, but disabling) or the missile (very high damage but limited ammunition).
Back to my original search for a good game, the players would be answering these decisions themselves by buying and upgrading a ship to meet their wants. Also, cost of ammunition for missile launchers would play during combat. Is it worth spending 100 GP to definitely kill that fighter, or should I use the 'free' energy weapon and take longer to get the job done?