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<blockquote data-quote="Joerg Baumgartner" data-source="post: 9819109" data-attributes="member: 6893976"><p>Piloting may be little more than inputting the target location into the navigation system.</p><p></p><p>Maintenance of the ship systems might be a far less glorious but harder task.</p><p></p><p>When it comes to space combat, you need to decide on space combat lethality. Fasa's ancient Inteceptor/Leviathan/Prefect system relied on failure cascades along system maps and the chance that these cascades ran out before reaching terminal kill conditions. The Starfire space combat system simply lines up systems and exposes them to incoming damage, possibly ignored or erased by the damage type without reducing the damage.</p><p></p><p>Literature makes damage control about team effort with occasional spotlight on individual effort. Casting that spotlight on the core team members can be hard. One of the best load distribution might be in Star Trek Lower Decks, with character quests using the general mayhem sometimes as focus, sometimes just as the backdrop.</p><p></p><p>Generally, this will result in hand-waved technobabbel about re-routing signal paths or possibly plasma conduits (why though?). The GM needs to create some challenge for the character(s) to overcome, ideally with a bunch of sufficiently plausible options to attempt. The challenge needn't be technical, it could be triage decisions.</p><p></p><p>It helps if the game system allows some measure of competence and/or improvisation to tackle the tasks the GM creates.</p></blockquote><p></p>
[QUOTE="Joerg Baumgartner, post: 9819109, member: 6893976"] Piloting may be little more than inputting the target location into the navigation system. Maintenance of the ship systems might be a far less glorious but harder task. When it comes to space combat, you need to decide on space combat lethality. Fasa's ancient Inteceptor/Leviathan/Prefect system relied on failure cascades along system maps and the chance that these cascades ran out before reaching terminal kill conditions. The Starfire space combat system simply lines up systems and exposes them to incoming damage, possibly ignored or erased by the damage type without reducing the damage. Literature makes damage control about team effort with occasional spotlight on individual effort. Casting that spotlight on the core team members can be hard. One of the best load distribution might be in Star Trek Lower Decks, with character quests using the general mayhem sometimes as focus, sometimes just as the backdrop. Generally, this will result in hand-waved technobabbel about re-routing signal paths or possibly plasma conduits (why though?). The GM needs to create some challenge for the character(s) to overcome, ideally with a bunch of sufficiently plausible options to attempt. The challenge needn't be technical, it could be triage decisions. It helps if the game system allows some measure of competence and/or improvisation to tackle the tasks the GM creates. [/QUOTE]
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