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Playtest Feedback: Ship Combat
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<blockquote data-quote="LucasC" data-source="post: 6253676" data-attributes="member: 6762606"><p>In our first full-evening game we did several encounters. I’ll provide feedback on person-to-person combat separately.</p><p style="margin-left: 20px"><strong>The Premise</strong>: 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.</p><p><strong></strong></p><p><strong>Note</strong>: 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.</p><p></p><p>Newtonian mechanics were used.</p><p></p><p>Here’s are some problem areas: </p><ul> <li data-xf-list-type="ul">Ship movement creates a weirdness (see below)</li> <li data-xf-list-type="ul">Ships probably need a maximum velocity</li> <li data-xf-list-type="ul">Velocity was a pain to track, we had 11 ships and each had different velocities at different times</li> </ul><p></p><p>Here are a few general comments the players made: </p><ul> <li data-xf-list-type="ul">We’d like to see some ‘stunts’ or other options for ship combat other than flying, crashing and shooting</li> <li data-xf-list-type="ul">Are any of the special combat rules meant to be in effect for ship combat (crossfire in particular)</li> <li data-xf-list-type="ul">Is there an intent for gravity to have any impact on ship combat?</li> </ul><p></p><p><strong>Ship Movement</strong></p><p>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.</p><p>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.</p><p></p><p>[ATTACH]60422[/ATTACH]</p><p></p><p>After the yellow ship takes its turn, it has leap-frogged past the gray ship and is now in front of it.</p><p></p><p>[ATTACH]60423[/ATTACH]</p><p></p><p>After the gray ship moves placement has returned to ‘normal’ and the yellow ship is in the back again.</p><p></p><p>[ATTACH]60424[/ATTACH]</p><p></p><p>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.</p><p></p><p>What should probably happen is both ships move simultaneously then take their turns. Or take their turns and then move.</p></blockquote><p></p>
[QUOTE="LucasC, post: 6253676, member: 6762606"] In our first full-evening game we did several encounters. I’ll provide feedback on person-to-person combat separately. [INDENT][B]The Premise[/B]: 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.[/INDENT] [B] Note[/B]: 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: [LIST] [*]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 [/LIST] Here are a few general comments the players made: [LIST] [*]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? [/LIST] [B]Ship Movement[/B] 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. [ATTACH=CONFIG]60422._xfImport[/ATTACH] After the yellow ship takes its turn, it has leap-frogged past the gray ship and is now in front of it. [ATTACH=CONFIG]60423._xfImport[/ATTACH] After the gray ship moves placement has returned to ‘normal’ and the yellow ship is in the back again. [ATTACH=CONFIG]60424._xfImport[/ATTACH] 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. [/QUOTE]
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