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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Alex319" data-source="post: 5010746" data-attributes="member: 45678"><p>This part seems incomplete. The only time you're actually transporting individual people is with heroes, and it seems like you'll never even get close to needing to transport 6 heroes at a time. There's also transporting boarding parties, but boarding parties are just one entity in game terms and aren't composed of individual people, so transporting "6 people" wouldn't make any sense.</p><p></p><p>By the way, here's a suggestion. It seems to me (although I haven't played so I don't know for sure) that the boarding party mechanic has a couple problems:</p><p></p><p>1. It seems unnecessarily complicated. You have to keep track of two hit point totals - the "boarding defender" hit points and the ship's hit points. Which is strange because it says that the ship's hit point total partly represents "crew complement." And it's even more strange that damage to defenders doesn't hurt the ship at all until the last HP is taken off, unlike the ship's hit points. And it adds this extra attack step to every turn.</p><p></p><p>2. There's nothing a ship can do about boarding parties once they're on board. There's no way for a ship to divert resources to fighting off the boarding parties or even repair the damage they do. The only thing they can do is wait for another ship with a boarding ability to come rescue them, get an Indomitable Leader on board, or hope they roll well enough to kill them with their default defense.</p><p></p><p>Here's a possible suggestion:</p><p></p><p>1. There's no "defending force." Boarding parties do damage to the ship's HP every turn (like ongoing damage in D+D) until they are destroyed. (May need to rebalance damage values.)</p><p></p><p>2. Ships have systems (security droids, armory, etc.) that can be activated (using AP) to attack boarding parties.</p><p></p><p>3. If a boarding party reduces the target ship's HP to zero, it can choose to capture it instead of destroying it. The ship then has 1 HP and can be repaired by the new owners as normal.</p><p></p><p>What this does, essentially, is make the mechanics a little simpler and also give defending ships more options (do I want to spend lots of AP trying to fight off the boarding parties, or do I want to keep spending them on weapons and such and do as much damage as I can before I'm captured?)</p><p></p><p>---</p><p></p><p>Also, I had an idea about how to handle squadrons. Don't consider them as separate ships that can be formed into squadrons, just consider them as one unit which has a "squadron template" applied to indicate that it is really lots of ships. The squadron template gives the unit the following abilities:</p><p></p><p>- Only damaged 1 point by any effect other than auras and AoEs.</p><p>- Weapons not limited to one activation per turn (only limited by number of APs). This represents that there are lots of copies of the weapons (one on each ship).</p><p>- Does not suffer damage track effects other than AP loss.</p><p></p><p>For example a squadron of 12 Rebel Fighters might look something like this:</p><p></p><p><strong>Rebel Fighter Squadron</strong></p><p><strong>HP 12, AP 4, Thrust 8, Agility 5, Size Tiny(15)</strong></p><p><strong></strong></p><p><strong>Weapons (1 AP each):</strong></p><p><strong>Quad-Linked Laser Cannons (+2 to hit, 1d6 damage, range 4)</strong></p><p><strong>Dual Proton Torpedo Launchers (-2 to hit, 2d6 damage, range 5)</strong></p><p><strong></strong></p><p><strong>Repair (1 AP):</strong></p><p><strong>Astromech Droid (Repair Rating 1)</strong></p><p><strong></strong></p><p><strong></strong>Now each HP represents one "ship", but it's all one unit. When the squadron is at full strength it will be able to make 4 attacks per round divided up however it wants between laser cannons and torpedos. (Each ship only has one of each weapon, but there are lots of ships, so they can make lots of attacks.) Once it's down to, say, 2 hit points, now it's "crippled" - but really that means there are 2 ships left, so since there are fewer ships they can make fewer attacks (hence the lower AP) but they can still use all their systems.</p><p><strong></strong></p><p><strong>---</strong></p><p><strong></strong></p><p><strong></strong>Oh, and by the way: the Plucky Pilot and Seasoned Admiral's "free turn" powers - does "turn" mean "rotation", or does "turn" mean a whole ship's turn?</p><p></p><p>---</p><p></p><p>Also I'm a little confused - pages 7-8 talk about being careful not to collide with anything - but you've said you can't collide with other ships unless you intentionally ram them. So what can you collide with and how do those collisions work?</p></blockquote><p></p>
[QUOTE="Alex319, post: 5010746, member: 45678"] This part seems incomplete. The only time you're actually transporting individual people is with heroes, and it seems like you'll never even get close to needing to transport 6 heroes at a time. There's also transporting boarding parties, but boarding parties are just one entity in game terms and aren't composed of individual people, so transporting "6 people" wouldn't make any sense. By the way, here's a suggestion. It seems to me (although I haven't played so I don't know for sure) that the boarding party mechanic has a couple problems: 1. It seems unnecessarily complicated. You have to keep track of two hit point totals - the "boarding defender" hit points and the ship's hit points. Which is strange because it says that the ship's hit point total partly represents "crew complement." And it's even more strange that damage to defenders doesn't hurt the ship at all until the last HP is taken off, unlike the ship's hit points. And it adds this extra attack step to every turn. 2. There's nothing a ship can do about boarding parties once they're on board. There's no way for a ship to divert resources to fighting off the boarding parties or even repair the damage they do. The only thing they can do is wait for another ship with a boarding ability to come rescue them, get an Indomitable Leader on board, or hope they roll well enough to kill them with their default defense. Here's a possible suggestion: 1. There's no "defending force." Boarding parties do damage to the ship's HP every turn (like ongoing damage in D+D) until they are destroyed. (May need to rebalance damage values.) 2. Ships have systems (security droids, armory, etc.) that can be activated (using AP) to attack boarding parties. 3. If a boarding party reduces the target ship's HP to zero, it can choose to capture it instead of destroying it. The ship then has 1 HP and can be repaired by the new owners as normal. What this does, essentially, is make the mechanics a little simpler and also give defending ships more options (do I want to spend lots of AP trying to fight off the boarding parties, or do I want to keep spending them on weapons and such and do as much damage as I can before I'm captured?) --- Also, I had an idea about how to handle squadrons. Don't consider them as separate ships that can be formed into squadrons, just consider them as one unit which has a "squadron template" applied to indicate that it is really lots of ships. The squadron template gives the unit the following abilities: - Only damaged 1 point by any effect other than auras and AoEs. - Weapons not limited to one activation per turn (only limited by number of APs). This represents that there are lots of copies of the weapons (one on each ship). - Does not suffer damage track effects other than AP loss. For example a squadron of 12 Rebel Fighters might look something like this: [B]Rebel Fighter Squadron HP 12, AP 4, Thrust 8, Agility 5, Size Tiny(15) Weapons (1 AP each): Quad-Linked Laser Cannons (+2 to hit, 1d6 damage, range 4) Dual Proton Torpedo Launchers (-2 to hit, 2d6 damage, range 5) Repair (1 AP): Astromech Droid (Repair Rating 1) [/B]Now each HP represents one "ship", but it's all one unit. When the squadron is at full strength it will be able to make 4 attacks per round divided up however it wants between laser cannons and torpedos. (Each ship only has one of each weapon, but there are lots of ships, so they can make lots of attacks.) Once it's down to, say, 2 hit points, now it's "crippled" - but really that means there are 2 ships left, so since there are fewer ships they can make fewer attacks (hence the lower AP) but they can still use all their systems. [B] --- [/B]Oh, and by the way: the Plucky Pilot and Seasoned Admiral's "free turn" powers - does "turn" mean "rotation", or does "turn" mean a whole ship's turn? --- Also I'm a little confused - pages 7-8 talk about being careful not to collide with anything - but you've said you can't collide with other ships unless you intentionally ram them. So what can you collide with and how do those collisions work? [/QUOTE]
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