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Top Blaster: Dog-Fighting in Space
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CRMcNeill
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PostPosted: Wed May 07, 2014 2:13 am    Post subject: Top Blaster: Dog-Fighting in Space Reply with quote

I'm thinking in broad terms about several different rules that have been discussed over the years as how to better represent starfighter combat. At this point, I'll just be rambling, since I just want to get the concept written down before I space out and forget about it...

-New Advanced Skill: (A) Combat Maneuvering. Prerequisites: Tactics, Starfighter Piloting & Starship Gunnery, all at 5D.

-Treat stacked Starfighter Piloting and Combat Maneuvering as a Dice Pool, split between Offense and Defense, with Offense used to maneuver the fighter to bring your weapons to bear on an opponent, and Defense used to detect and evade enemy attacks of opportunity that occur while you are engaging your target (likely forcing you to break off your own attack).

-Make an opposed Tactics roll (against the enemy pilot) to generate a bonus (1 pip for every 3 points of success) that is applied to the Starfighter Piloting and Combat Maneuvering Dice Pool.

-To determine combat advantage, make opposed Starfighter Piloting rolls, then apply the result to the following table:
    0-5 = Still maneuvering, no one has a clear shot.
    6-10 = Head-to-Head. Both sides get a shot @ +5 difficulty
    11-15 = Deflection Shot. Winner gets a shot @ +10 difficulty
    16-20 = On his Tail. Winner gets a shot @ normal difficulty
    21+ = I have you now. Winner gets a shot @ -5 difficulty

I'm just trying to get my ideas down in writing before I go to bed and lose it. I'm sure it is full of holes, but I can't help feel there is something there...
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atgxtg
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PostPosted: Wed May 07, 2014 8:18 am    Post subject: Reply with quote

Just a few random thoughts to add to the pile:

1) SPEED should factor in somehow. Probably if/when sombody tires to break off from a bad situation.

2)There should be a way to break off from a bad situation. Some way for a fighter to fly away and try to come back for another attempt.

3) It would be nice if the tactics bonus was a pool that could be spent on Piloting, Combat Maneuver or Weapons fire.

4) How 'bout a wingman bonus?
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CRMcNeill
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PostPosted: Wed May 07, 2014 10:00 am    Post subject: Reply with quote

atgxtg wrote:
1) SPEED should factor in somehow. Probably if/when sombody tires to break off from a bad situation.

I already have a rule for relative speed increasing the difficulty to hit, but I didn't feel the need to duplicate it over here in the limited time I had available last night.

Quote:
2)There should be a way to break off from a bad situation. Some way for a fighter to fly away and try to come back for another attempt.

That will be tied in with the Defense side of the Dice Pool.

Quote:
3) It would be nice if the tactics bonus was a pool that could be spent on Piloting, Combat Maneuver or Weapons fire.

At 1 pip for every 3 points of success, the Tactics bonus isn't going to be more than 1D or 2D unless someone really flubs the role. Since tactics plays a role in both offense and defense, I decided to just make it a straight bonus to both.

Quote:
4) How 'bout a wingman bonus?

Definitely. It's just the details that need to be worked out. +1D for coordination doesn't really seem like a lot. Maybe the 1D can be added to both Offense and Defense.
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Dromdarr_Alark
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PostPosted: Wed May 07, 2014 10:33 am    Post subject: Reply with quote

This seems to make sense for one-on-one dogfights. I am wondering how it would work with squadron on squadron fights. (I think I just need an example of play so I can wrap my head around it)
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CRMcNeill
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PostPosted: Thu May 08, 2014 1:00 am    Post subject: Reply with quote

Not quite there yet. I was just trying to verbalize the concept to generate discussion and get the idea out there when I posted.
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Dromdarr_Alark
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PostPosted: Thu May 08, 2014 7:47 am    Post subject: Re: Top Blaster: Dog-Fighting in Space Reply with quote

crmcneill wrote:


-To determine combat advantage, make opposed Starfighter Piloting rolls, then apply the result to the following table:
    0-5 = Still maneuvering, no one has a clear shot.
    6-10 = Head-to-Head. Both sides get a shot @ +5 difficulty
    11-15 = Deflection Shot. Winner gets a shot @ +10 difficulty
    16-20 = On his Tail. Winner gets a shot @ normal difficulty
    21+ = I have you now. Winner gets a shot @ -5 difficulty



Are these results applied to the winner of the opposed roll? And are the numbers the difference between the two rolls?
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CRMcNeill
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PostPosted: Thu May 08, 2014 8:03 am    Post subject: Re: Top Blaster: Dog-Fighting in Space Reply with quote

Dromdarr_Alark wrote:
Are these results applied to the winner of the opposed roll? And are the numbers the difference between the two rolls?

Yes to both.
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Dromdarr_Alark
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PostPosted: Thu May 08, 2014 11:43 am    Post subject: Re: Top Blaster: Dog-Fighting in Space Reply with quote

crmcneill wrote:
Dromdarr_Alark wrote:
Are these results applied to the winner of the opposed roll? And are the numbers the difference between the two rolls?

Yes to both.


Okay, that's what I figured. I think it would be a good idea to include those points to eliminate ambiguity.
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Naaman
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PostPosted: Sat May 31, 2014 2:14 pm    Post subject: Reply with quote

I have tried to address the dogfighting issue myself and have run into some barriers.

Some things I think weneed to establish are dogfighting rules without the advanced skil, since starship combat can be attempted by amyone piloting a ship. In this case, are we satisfied with RAW?

Also, given the ideas posted above, we have to address scenarios like the following:

Pilot 1 has 5D piloting and 2D (A) Combat Maneuvering. He has 5D in Tactics.

Pilot 2 has 8D in Starfighter Piloting and 9D in tactics.

In this case, the "advanced" pilot is inferior in all ways to his opponent, despite his more advanced training. This is especially true if we split the (A) skill dice between offense and defense.

Without the advanced skill, is pilot number 2 entitled to a tactics roll? If so, he will be the on gaining a bonus to his rolls and the advanced skill does nothing for pilot numbet 1. If number 2 does not get a tactics roll, does that mean his tactical acumen counts for nothing? What if he had the specialization tactics:aerial combat? Does it count for nothing?

Some ways that I can see to address this:

1. We could simply add the advanced skill to the base skill and then allow a number of free (no MAP) maneuvers based on the number of dice they have in the advanced skil. This will allow the advanced pilot to out maneuver his opponent and achieve a positional advandage even in high stress situations involving multiple opponents and allies.

If we are going to use tactics, we might relate it to the OODA loop and allow a pilot to use tactics to improve his initiative. Google "OODA" to see what I mean.

As for attack rolls, I dont really see a need to enhance the gunnery roll with any advanced skills since positional advantage (achieved by virtue of advanced training) will provide a bonus to attack rolls.
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CRMcNeill
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PostPosted: Sun Jun 01, 2014 1:39 pm    Post subject: Reply with quote

Naaman wrote:
Without the advanced skill, is pilot number 2 entitled to a tactics roll? If so, he will be the on gaining a bonus to his rolls and the advanced skill does nothing for pilot numbet 1. If number 2 does not get a tactics roll, does that mean his tactical acumen counts for nothing? What if he had the specialization tactics:aerial combat? Does it count for nothing?

The advanced skill is not tied to the Tactics roll, although the two combined do provide an increased advantage.

The idea is that, in a dogfight, the two opposed pilots will roll their Tactics skill against each other, with the winner receiving a bonus to their Piloting and/or Gunnery skill.

The advanced skill, on the other hand, stacks with all the prerequisites, so it stacks with Tactics for the roll to generate the bonus, then stacks with Piloting too.

Quote:
As for attack rolls, I dont really see a need to enhance the gunnery roll with any advanced skills since positional advantage (achieved by virtue of advanced training) will provide a bonus to attack rolls.

Erhm... Isn't that what the ACM advanced skill is supposed to represent?
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Naaman
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PostPosted: Mon Jun 02, 2014 12:30 am    Post subject: Reply with quote

Is the intent for the tactics bonus on attacks to combine with the positional bonus on attacks?
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CRMcNeill
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PostPosted: Mon Jun 02, 2014 12:57 am    Post subject: Reply with quote

Naaman wrote:
Is the intent for the tactics bonus on attacks to combine with the positional bonus on attacks?

That's my current thinking, but I am open to suggestions...
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Naaman
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PostPosted: Wed Jun 04, 2014 9:17 pm    Post subject: Reply with quote

Well, its your house rule. If you like it, do it. I feel that the positional advantage is where the bonus should come from, and tactics is what the pilot uses to achieve the advantage, which in turn results in a bonus to attack rolls.

But you may be thinking of the benefits of the advanced skill on a different scale than I am.

My preference for advanced skills is to create advantages in areas other than a numerical bonus the skill roll. Im kinda bored with numerical bonuses that dont increase the actual effect. So a bonus to a pilot roll may not be worth anything to a pilot who is already rolling 9D or 10D, whereas a free action or a damage bonus or access to special maneuvers may create the cinematic, tangible effect that you want.

But, at the end of the day, its just a matter of what suits your style best.
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CRMcNeill
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PostPosted: Sat Jun 07, 2014 12:38 am    Post subject: Reply with quote

I've always felt that a pilot should receive a bonus based on his piloting roll when firing fixed-forward weapons. While it wasn't my original intent, I do think that linking that bonus to an advanced skill is an appropriate and effective way to represent that, as the combat maneuvering training would include the timing and hand eye coordination required. Plus, doing it via advanced skill allows the idea to be implemented via a method that already exists in the RAW, as opposed to a unique house rule.
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Naaman
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PostPosted: Sat Jun 07, 2014 1:09 am    Post subject: Reply with quote

The RAW provides for bonuses to attack rolls based on the (relative) skill of the pilots. For example, a pilot being pursued executes the "scissors" maneuver succefully and winds up behind his opponent. The opponent gets a +15 bonus to his roll to maintain pursuit. If he loses, he's now the one being chased. And the first pilot (IIRC) gets a +5 bonus on the attack roll.

Different maneuvers grant bonuses or penalties depending on the results.

The starfighter tactics are found in the Rebel Alliance sourcebook.
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