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Running a starship combat
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<blockquote data-quote="GMMichael" data-source="post: 6312106" data-attributes="member: 6685730"><p>Cool beans! Besides spotting Cid and wondering why space creatures are so ini-<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />-iative, I have a couple observations:</p><p></p><p>1) There are good suggestions for what each character's starship role can be, and what a character might be doing in those roles, but I would like to see a good GM section on what a complex (Star Trek) encounter looks like. For example:</p><p></p><p>During a complex encounter, each role can perform the following tasks:</p><p>Commander: command pilot, command gunner, command engineer, or communicate intership</p><p>Pilot: change heading, change power, prepare FTL, or influence commander</p><p>Science officer: gather info, influence commander, relieve commander, . . . </p><p></p><p>And each of these actions should have a concrete result on how the encounter plays out. Call this the Voltron theory: each player can play part of the whole, as long as his actions are felt by everyone.</p><p></p><p>2) Give the shipboard computers a little more credit. The gunner really shouldn't have to do any aiming. His job (without enemy countermeasure interference) shouldn't be harder than "tap next target on your screen," after which the AI gunners fire perfectly-aimed projectiles or beams. The pilot really doesn't need a yoke. He could just tap around on a Microsoft Surface. So maybe the "gunner" position is a little more unconventional, or (thanks Mr. Addams) the gunner's job is to use psychological techniques to persuade the gunning-artificial-intelligence that the commander <em>really does</em> want a certain target hit, and that it's in the GAI's best interest to engage those targets in a timely fashion.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6312106, member: 6685730"] Cool beans! Besides spotting Cid and wondering why space creatures are so ini-:):):)-iative, I have a couple observations: 1) There are good suggestions for what each character's starship role can be, and what a character might be doing in those roles, but I would like to see a good GM section on what a complex (Star Trek) encounter looks like. For example: During a complex encounter, each role can perform the following tasks: Commander: command pilot, command gunner, command engineer, or communicate intership Pilot: change heading, change power, prepare FTL, or influence commander Science officer: gather info, influence commander, relieve commander, . . . And each of these actions should have a concrete result on how the encounter plays out. Call this the Voltron theory: each player can play part of the whole, as long as his actions are felt by everyone. 2) Give the shipboard computers a little more credit. The gunner really shouldn't have to do any aiming. His job (without enemy countermeasure interference) shouldn't be harder than "tap next target on your screen," after which the AI gunners fire perfectly-aimed projectiles or beams. The pilot really doesn't need a yoke. He could just tap around on a Microsoft Surface. So maybe the "gunner" position is a little more unconventional, or (thanks Mr. Addams) the gunner's job is to use psychological techniques to persuade the gunning-artificial-intelligence that the commander [I]really does[/I] want a certain target hit, and that it's in the GAI's best interest to engage those targets in a timely fashion. [/QUOTE]
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