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Playtest Feedback: Ship Combat
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<blockquote data-quote="Morrus" data-source="post: 6253682" data-attributes="member: 1"><p>Oh, awesome (and nice graphics!)</p><p></p><p>This stuff is thoroughly unplaytested, so it's really useful (I say that, but it is based on an existing system I wrote a few years back which was playtested).</p><p></p><p>One thing to bear in mind is that that's a couple of pages of super basic starship combat rules. I can see an entire BOOK on just that subject, but I just wanted a very basic intro in the main core rulebook. I feel I could write detailed rules for this pretty much endlessly (I really enjoy it).</p><p></p><p>Re. your movement weirdness; yeah, I can see that. Most games I know of get around that with - as you suggest - a movement phase then an action phase. It's almost 100% likely I'll be doing that!</p><p></p><p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000">So to these questions:</span></p> <p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000"></span></p><p></p><ul> <li data-xf-list-type="ul"><br /> [*=left]-Absolutely, but *maybe* not in the core book; we're at 300 pages now, and I have to start thinking about what goes in that book and what goes in its own book <br /> [*=left]-Nah, though if you wanted to try that and report back it's an interesting idea and if it works we could make that the default <br /> [*=left]-I have given some thought to environmental effects on starship combat, but again I felt maybe in its own book </li> </ul> <p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000">My question, which was important to me - was it relatively easy? I see you had trouble tracking velocities (and 11 ships is a lot, yeah) - perhaps a dice with a number facing up next to each? I'm assuming you used the Newtonian rules from that?</span></p> <p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000">I'm really glad you tried that. That section will definitely benefit from your feedback!</span></p> <p style="text-align: left"><span style="color: #000000"></span></p> <p style="text-align: left"><span style="color: #000000">(Oh, re. the max velocity thing - I guess that would be "pseudo Newtonian" as a ship in space could accelerate indefinitely; what used to happen in the old game is that interesting environments of asteroids and the like interacted with turning circles enough that folks didn't dare go *too* fast as they'd hit something).</span></p> <p style="text-align: left"><span style="color: #000000"></span></p></blockquote><p></p>
[QUOTE="Morrus, post: 6253682, member: 1"] Oh, awesome (and nice graphics!) This stuff is thoroughly unplaytested, so it's really useful (I say that, but it is based on an existing system I wrote a few years back which was playtested). One thing to bear in mind is that that's a couple of pages of super basic starship combat rules. I can see an entire BOOK on just that subject, but I just wanted a very basic intro in the main core rulebook. I feel I could write detailed rules for this pretty much endlessly (I really enjoy it). Re. your movement weirdness; yeah, I can see that. Most games I know of get around that with - as you suggest - a movement phase then an action phase. It's almost 100% likely I'll be doing that! [LEFT][COLOR=#000000] So to these questions: [/COLOR][/LEFT] [LIST] [*=left]-Absolutely, but *maybe* not in the core book; we're at 300 pages now, and I have to start thinking about what goes in that book and what goes in its own book [*=left]-Nah, though if you wanted to try that and report back it's an interesting idea and if it works we could make that the default [*=left]-I have given some thought to environmental effects on starship combat, but again I felt maybe in its own book [/LIST] [LEFT][COLOR=#000000] My question, which was important to me - was it relatively easy? I see you had trouble tracking velocities (and 11 ships is a lot, yeah) - perhaps a dice with a number facing up next to each? I'm assuming you used the Newtonian rules from that? I'm really glad you tried that. That section will definitely benefit from your feedback! (Oh, re. the max velocity thing - I guess that would be "pseudo Newtonian" as a ship in space could accelerate indefinitely; what used to happen in the old game is that interesting environments of asteroids and the like interacted with turning circles enough that folks didn't dare go *too* fast as they'd hit something). [/COLOR][/LEFT] [/QUOTE]
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