LucasC
First Post
In our first full-evening game we did several encounters. I’ll provide feedback on person-to-person combat separately.
Note: Midway through planning this encounter I asked you some questions and you indicated the rules were really meant for larger ships. As such, I am going to limit my feedback to rules that would be applicable to large and small-ship battle.
Newtonian mechanics were used.
Here’s are some problem areas:
Here are a few general comments the players made:
Ship Movement
The manner by which ship movement occurs creates disjoined leap-frog effect. Everyone that played very much disliked the effect it had on the game.
Let’s assume a starting position like this and that the Yellow ship goes first. Both ships have a velocity of 5 and neither are slowing down or speeding up.

After the yellow ship takes its turn, it has leap-frogged past the gray ship and is now in front of it.

After the gray ship moves placement has returned to ‘normal’ and the yellow ship is in the back again.

Aside from feeling weird, the leap-frogging creates a problem tactically in that a ship with a (typically) superior position behind a second one now jumps in front of it.
What should probably happen is both ships move simultaneously then take their turns. Or take their turns and then move.
The Premise: The PCs (6 total) were each given a pilot and an F16 and were engaged in a dogfight with the invading aliens. The objective was to shoot down a troop carrier. The carrier had 4 starfighter escorts.
Note: Midway through planning this encounter I asked you some questions and you indicated the rules were really meant for larger ships. As such, I am going to limit my feedback to rules that would be applicable to large and small-ship battle.
Newtonian mechanics were used.
Here’s are some problem areas:
- Ship movement creates a weirdness (see below)
- Ships probably need a maximum velocity
- Velocity was a pain to track, we had 11 ships and each had different velocities at different times
Here are a few general comments the players made:
- We’d like to see some ‘stunts’ or other options for ship combat other than flying, crashing and shooting
- Are any of the special combat rules meant to be in effect for ship combat (crossfire in particular)
- Is there an intent for gravity to have any impact on ship combat?
Ship Movement
The manner by which ship movement occurs creates disjoined leap-frog effect. Everyone that played very much disliked the effect it had on the game.
Let’s assume a starting position like this and that the Yellow ship goes first. Both ships have a velocity of 5 and neither are slowing down or speeding up.

After the yellow ship takes its turn, it has leap-frogged past the gray ship and is now in front of it.

After the gray ship moves placement has returned to ‘normal’ and the yellow ship is in the back again.

Aside from feeling weird, the leap-frogging creates a problem tactically in that a ship with a (typically) superior position behind a second one now jumps in front of it.
What should probably happen is both ships move simultaneously then take their turns. Or take their turns and then move.