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Space Combat (starship systems)
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 8071643" data-attributes="member: 710"><p>For my D&D 4 based Star Wars, I have created a space combat system as well. I first thought about using some kind of 2D space combat thing with fancy maneuvers like in the X-Wing miniatures game, but it seemed too involved, and doesn't really work so well if the player characters are controlling mostly one ship. (They have a Light Corvette, a TIE Advanced and a small shuttle craft by now, but the aren't really in the business of piracy, space security or military, so they mostly use their ship to go from A to B and maybe evade people trying to stop them from leaving A or reaching B.)</p><p></p><p>So what I went for is to have roles aboard the ships. THe basic roles are Commander, Engineer, Pilot and Gunner, plus a generic "crew". Each role has a set of techniques (or powers in 4E terms) associated with them. They are more different than 4E techniques here, though. The Engineer focuses on restoring shields, boosting shields, weapons, engines,, repairing damaged subsystems, the Commander basically hands out buffs to the other characters, the Pilot tries to outmaneuver his enemies and gain <em>lead </em>on the opposition or shooting fixed guns, and the Gunners are operating the ships guns, missiles, turrets and so on.</p><p></p><p>I am basically using a more elaborate chase mechanic like in Night's Black Agents. You have an abstract starting point and try to reach a destination point. At that destination point, you can do stuff like jump into hyperspace, land on a planet, start a boarding operation, or just get significant buffs if you really just want to beat your opposition. </p><p>Movement/Speed is relatively abstract - ships have a maneuverability score that pilots can basically use to power their abilities, and distance or speed is only measured by the lead.</p><p></p><p>There is a provision for on-board actions as well, if it ever comes to having boarding parties. </p><p></p><p></p><p>It remains to be seen how well it works to actually give the various roles meaningful options, but everyone aboard the crew can do something. If you can't do anything else, you can still be gunner, because everyone in the system has some combat ability.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 8071643, member: 710"] For my D&D 4 based Star Wars, I have created a space combat system as well. I first thought about using some kind of 2D space combat thing with fancy maneuvers like in the X-Wing miniatures game, but it seemed too involved, and doesn't really work so well if the player characters are controlling mostly one ship. (They have a Light Corvette, a TIE Advanced and a small shuttle craft by now, but the aren't really in the business of piracy, space security or military, so they mostly use their ship to go from A to B and maybe evade people trying to stop them from leaving A or reaching B.) So what I went for is to have roles aboard the ships. THe basic roles are Commander, Engineer, Pilot and Gunner, plus a generic "crew". Each role has a set of techniques (or powers in 4E terms) associated with them. They are more different than 4E techniques here, though. The Engineer focuses on restoring shields, boosting shields, weapons, engines,, repairing damaged subsystems, the Commander basically hands out buffs to the other characters, the Pilot tries to outmaneuver his enemies and gain [I]lead [/I]on the opposition or shooting fixed guns, and the Gunners are operating the ships guns, missiles, turrets and so on. I am basically using a more elaborate chase mechanic like in Night's Black Agents. You have an abstract starting point and try to reach a destination point. At that destination point, you can do stuff like jump into hyperspace, land on a planet, start a boarding operation, or just get significant buffs if you really just want to beat your opposition. Movement/Speed is relatively abstract - ships have a maneuverability score that pilots can basically use to power their abilities, and distance or speed is only measured by the lead. There is a provision for on-board actions as well, if it ever comes to having boarding parties. It remains to be seen how well it works to actually give the various roles meaningful options, but everyone aboard the crew can do something. If you can't do anything else, you can still be gunner, because everyone in the system has some combat ability. [/QUOTE]
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