Perhaps,With all due respect, that sounds pretty standard fare.
- The Helm moves the ship and chooses the ship's combat stance, determining which tasks will be available to other battlestations this round. Keeps track of thrusters' "hit points", "health", and conditions.
- Comms "sees" enemies, allowing others to target them. Keeps track of sensors' "hit points", "health", and conditions.
- Engineering distributes energy to others, essentially giving them weapons. Keeps track of engineering's "hit points", "health", and conditions.
- Tactical assigns engagement and keeps track of weapon array's "hit points", "health", and conditions.
Yeah, everything except gunner and - to a lesser extent, pilot - is usually boring. I’ll soon see if what my players will think of it all.Honestly, it sounds like Comms and Engineering are the most boring jobs, which is usually the case. I think all roles should be equally exciting.
gotta look into those, if only to see how battlestation fails at making all positions interesting.This all sounds very similar to the boardgame Battlestations. It suffers from the same problem where most jobs on board a spaceship are boring, especially engineering.
(...)
Spycraft actually has a couple of great rules for vehicle maneuvres during chases, that may serve as some inspiration.
And like Morrus said, mobility between battlestation is key. I need to expand on that.
...but we do have « battlestations » in ground combat, at least in many games. We call them character classes, each providing a set of common and unique abilities.I'd even go so far as to remove the idea of a battle station. You don't have those in ground combat. Just let anybody do whatever they like each turn. Much more fun!
In ground combat it’s more about roles - tank, artillery, etc. Your barbarian can use a bow if he wants and your wizard can tank. The knight can certainly try to to sneak up on somebody. It’s not the optimal decision, but PCs can do anything they like in combat. Nobody can say “you’re in the tank role; you can’t use that bow!”...but we do have « battlestations in ground combat, at least in many games. We call them character classes, each providing a set of common and unique abilities.
But aside the class-battlestation allegory, I get what you mean: characters should be able do do what their players wants them to do, and I don’t disagree with that.
The intention was more like « you are the barbarian; you can use healing to stabilise, but you can’t cast healing spells. On the other hand only you can rage »In ground combat it’s more about roles - tank, artillery, etc. Your barbarian can use a bow if he wants and your wizard can tank. The knight can certainly try to to sneak up on somebody. It’s not the optimal decision, but PCs can do anything they like in combat. Nobody can say “you’re in the tank role; you can’t use that bow!”
Yes, I understood. I was trying to say that the analogy is more to roles in combat than to specific abilities.The intention was more like « you are the barbarian; you can use healing to stabilise, but you can’t cast healing spells. On the other hand only you can rage »
In my defence, tracking enemies and distributing arsenals are what comms and engineering do at the top of the round; like all other positions when their own turn comes, they can take their gun/missiles and shoot enemies or take a combat task (i.e. use a special ability of that battle station, like saturating enemy sensors with electronic attack, or dispatching repair crews to different sections of the ship).
gotta look into those, if only to see how battlestation fails at making all positions interesting.