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Starship Bridge Battles
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<blockquote data-quote="Janx" data-source="post: 6534893" data-attributes="member: 8835"><p>Well that's the design challenge then for tabletop RPGs.</p><p></p><p>Run, don't walk to Artemis's website and forum as we talk about the 6 roles that MarkB identified on a ship on that forum for that PC game. Artemis IS the computer game outcome of what the OP is asking for</p><p></p><p>There is insight to be had on what might work for a table-top game.</p><p></p><p>The key thing this is those 6 player roles Artemis has are because the goal was to give all 6 players something meaningful to do. A ship's doctor was skipped because it's not a full time job. The game itself focuses on Combat, because outside of Combat, there's little for the weapons officer to do for instance.</p><p></p><p>Now how to translate the idea of Artemis's 6 active players on a bridge to tabletop isn't easy. But one part is to change the view of what each role would be doing. The engineer isn't working a simple switch for shields on or off. He's working a number of resource allocations for power that dramatically alter performance of key systems during the fight AND managing the damage repair teams. This may mean shifting power from maneuvering to beams, right when the weapons officer is going to fire so they do more damage and Helm knowing that the ship is going to steer like a brick right then.</p><p></p><p>With the BSG mod for Artemis, the Comms officer is now the CAG and is managing all the vipers in flight (thus running all the tiny ship's dog fights)</p><p></p><p>The science officer is scanning enemy ships, looking for vulnerabilities and shield frequencies so he can relay them to the weapons officer so the beam weapon frequency can be adjusted to better penetrate shields. Part of Artemis's design is a certain clunkiness that requires players to communicate and coordinate in order to do their jobs.</p><p></p><p>The captain meanwhile is looking at the bigger picture of this fight, and whether he is going to need to jump to Deep Space 7 for a refuel or if he can intercept the other enemy fleet heading for Deep Space 4, or if he has time to go help that freighter in distress that Comms has directed to be along his path to Deep Space 7.</p></blockquote><p></p>
[QUOTE="Janx, post: 6534893, member: 8835"] Well that's the design challenge then for tabletop RPGs. Run, don't walk to Artemis's website and forum as we talk about the 6 roles that MarkB identified on a ship on that forum for that PC game. Artemis IS the computer game outcome of what the OP is asking for There is insight to be had on what might work for a table-top game. The key thing this is those 6 player roles Artemis has are because the goal was to give all 6 players something meaningful to do. A ship's doctor was skipped because it's not a full time job. The game itself focuses on Combat, because outside of Combat, there's little for the weapons officer to do for instance. Now how to translate the idea of Artemis's 6 active players on a bridge to tabletop isn't easy. But one part is to change the view of what each role would be doing. The engineer isn't working a simple switch for shields on or off. He's working a number of resource allocations for power that dramatically alter performance of key systems during the fight AND managing the damage repair teams. This may mean shifting power from maneuvering to beams, right when the weapons officer is going to fire so they do more damage and Helm knowing that the ship is going to steer like a brick right then. With the BSG mod for Artemis, the Comms officer is now the CAG and is managing all the vipers in flight (thus running all the tiny ship's dog fights) The science officer is scanning enemy ships, looking for vulnerabilities and shield frequencies so he can relay them to the weapons officer so the beam weapon frequency can be adjusted to better penetrate shields. Part of Artemis's design is a certain clunkiness that requires players to communicate and coordinate in order to do their jobs. The captain meanwhile is looking at the bigger picture of this fight, and whether he is going to need to jump to Deep Space 7 for a refuel or if he can intercept the other enemy fleet heading for Deep Space 4, or if he has time to go help that freighter in distress that Comms has directed to be along his path to Deep Space 7. [/QUOTE]
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