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A question about armor and vehicles
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<blockquote data-quote="JiffyPopTart" data-source="post: 8147136" data-attributes="member: 4881"><p>I like the idea of cards for ships because the bigger the ship the longer the turn radius. Thats why the Titanic hit that iceburg even though they knew about it, you just can't turn on a dime. If the Titanic had been a jet ski they could have done a 180 in a couple seconds and the iceberg wouldn't have been an issue.</p><p></p><p>I'd represent the different sizes of ship by how many cards are on their track. All ships would add 1 card to the end of their track and turn over and move what's under the first card in their stack. That way the smallest nimble ships with a 1 card track maneuver immediately whereas a super large barge with a 4 card track is performing the maneuver input 4 rounds previously.</p><p></p><p>What I'm describing makes naval combat a mini game, but I think it's this minigame that makes it feel different.</p><p></p><p>For something quicker like dogfighting, the key word be to represent getting behind your target and staying there while you line up your shot. For that I'd go with something akin to the grapple rules where you have a neutral (not grappled), Advantaged (Grappled), or Targeted (Pinned) states. I'd probably make it a series of opposed piloting checks to "grapple" or escape, allowing actual shots to be taken when the opponent becomes targeted.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8147136, member: 4881"] I like the idea of cards for ships because the bigger the ship the longer the turn radius. Thats why the Titanic hit that iceburg even though they knew about it, you just can't turn on a dime. If the Titanic had been a jet ski they could have done a 180 in a couple seconds and the iceberg wouldn't have been an issue. I'd represent the different sizes of ship by how many cards are on their track. All ships would add 1 card to the end of their track and turn over and move what's under the first card in their stack. That way the smallest nimble ships with a 1 card track maneuver immediately whereas a super large barge with a 4 card track is performing the maneuver input 4 rounds previously. What I'm describing makes naval combat a mini game, but I think it's this minigame that makes it feel different. For something quicker like dogfighting, the key word be to represent getting behind your target and staying there while you line up your shot. For that I'd go with something akin to the grapple rules where you have a neutral (not grappled), Advantaged (Grappled), or Targeted (Pinned) states. I'd probably make it a series of opposed piloting checks to "grapple" or escape, allowing actual shots to be taken when the opponent becomes targeted. [/QUOTE]
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