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Maneuverability Codes
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Raven Redstar
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PostPosted: Sat Jan 03, 2015 3:04 pm    Post subject: Reply with quote

The whole idea was to make a pilot's skill more important than the equipment they use. I hate the idea of self flying ships. Auto-pilot is okay, but a ship that is so maneuverable, that a character can fly it with zero training and still be throwing a bunch of dice.

I wouldn't have an issue with standard piloting difficulties, since most of the time if someone is cruising through relatively routine conditions, I don't require a roll. It would however make situations like evasive maneuvers in combat or flying high speed through an asteroid field much more dangerous.

The idea is that Star Wars is a skill based system, and having a vehicle that gives a 4D+2 bonus to operating rolls whenever they're piloting it, means that even a complete boob in it can fly as well as a professional pilot in a different vehicle.

Also, by reducing the number of dice available in maneuverability, you reduce the bucket of dice effect, which is something many players and GMs will gripe about from time to time.

I think everyone here has brought up a lot of good points to keep in mind. It'll take probably a bit of research and testing on my part before I really come to a firm decision on the matter.
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atgxtg
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PostPosted: Sun Jan 04, 2015 10:39 am    Post subject: Reply with quote

I get the idea. The problem is a die modifier still keeps the equipment in charge, since, as far as the rules go, it doesn't matter where +1D/-1D comes from. It's still 1D.

What one RPG used to do to keep the characters in charge was treat the modifiers as a fraction of the skill, but that would be hard to implement in D6.

Another approach that might help would be convert the maneuverability die codes into fixed modifiers. That would help because the flat modifier would only give so much of a bonus, and wouldn't help with MAPs.

It would even be closer to what you want if the modifier came off the difficulty instead of adding to the pilots roll.
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atgxtg
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PostPosted: Sun Jan 04, 2015 10:45 am    Post subject: Reply with quote

Yet another way to make skill more important would be to cap the maneuverability bonus based on skill. Say it takes 2D of skill per 1D of maneuverability. Then a pilot with 4D skill could only get a 2D maneuverability bonus from his vehicle. If he was piloting something more maneuverable it wouldn't matter because he wasn't skill enough to take advantage of it. It would take a pilot with 6D skill to benefit fully from a ship with 3D maneuverability and 8D to benefit from 4D maneuverability.

One neat thing about this approach is thatit would explain why TIEs only have a 2D maneuverability code.
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Raven Redstar
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PostPosted: Sun Jan 04, 2015 11:29 am    Post subject: Reply with quote

That's not a bad suggestion, but it still doesn't really take into account the other end of the spectrum. Big, clunky, hard to fly ships.

I like your idea of the 2D to get 1D of maneuverability dice, but I'm thinking about just using a flat modifier based on maneuverability, and I'll do a similar thing with the modifier. 2D to get +3 worth of maneuverability bonus.

So some of those ridiculous vehicles with 4D+2 maneuverability will turn into a +14 maneuverability, and the character will need 9D to get the full use of the maneuverability code.
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Gadora
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PostPosted: Sun Jan 04, 2015 12:47 pm    Post subject: Reply with quote

The low end of that spectrum interacts oddly with the rules for ionized controls. If you give a starship -1D or 0D maneuverability, what does that mean for the "If a ship is suffering from as many controls ionized results as the ship has maneuverability dice, the ship's controls are frozen for the next two rounds." rule?

I do like the sound of skill unlocking the maneuverability dice, though. That said, it still feels like that fails to capture, say, swoops being rather dangerous to fly. That said, I went to poke at the conversion books to make sure I was remembering correctly and apparently the Nebulon-S Racer (from the Thrawn Trilogy Sourcebook) has a -3D to your Swoop Operation roll, if used unskilled. It doesn't quite match the 4D maneuverability listed, but it's an interesting precedent.
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Raven Redstar
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PostPosted: Sun Jan 04, 2015 2:36 pm    Post subject: Reply with quote

That's an interesting idea, what if maneuverability codes were used as a penalty for an untrained pilot?

The Flare-S Swoop gives a -4D+2 to a character's mechanical if they don't have proper training in it.
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garhkal
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PostPosted: Sun Jan 04, 2015 5:06 pm    Post subject: Reply with quote

Which would (if that rule got implemented) would mean even Bith, Lafrarians and Shashay, all 3 are the only species i see with a 5d max Mech (though there are iirc 4 at 4d+2) can't even use one going off base mech.
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Naaman
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PostPosted: Sun Jan 04, 2015 6:41 pm    Post subject: Reply with quote

atgxtg wrote:

Another thing is that realistically the more maneuverable vehicles tend to fail more spectacularly when then do blow a maneuver -because they are so maneuverable. It's much easier to "oversteer" in a turn in a Ferrarri than in a Volvo.
.


This is totally false. The greater "maneuverability" of a high performance craft is not responsible for it's "more spectacular" mistakes. A Mazda Miata, for example handles as well as any high performance sports car, but it is not as prone to the big, catastrophic crashes. The Ferrari is at risk because of all the horsepower in the engine overloading the tires to the point that they cannot accomodate both the torques being applied and the directional change being demanded.

Better handling is always safer/less risky. The question is simply whether the pilot understands how any particular craft will behave at a given speed. Going 150 mph is (theoretically) safer in a Ferrari than it is in a pick up because the Ferrari's superior handling/aerodynamics make it more controllable at any speed.
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atgxtg
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PostPosted: Sun Jan 04, 2015 7:04 pm    Post subject: Reply with quote

Naaman,

While the Miata is a fine car for the money, it does not handle as well as any high performace sports car. Look at the specs. It doesn't have the same handling. it's good, but not as good as a high end car. But then, high end cars spend more money on handling than the sticker price of the Miata.

Greater handling is not always safer. Proof of that can be found with aircraft. Airplens used for aeobatics are more maneuverable and less stable than other airplanes. Meanwhile, big stable aircraft are sluggish, but when they fail it is less severe.
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tetsuoh
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PostPosted: Sun Jan 04, 2015 7:08 pm    Post subject: Reply with quote

^
And as such making the penalty to untrained being that much more reasonable I suppose.

Though I like the penalty to manueverability as well - and simply apply the negative manueverability as a seperate application from ion damage.

If a vehicle ends up with -2D then it had 0D to begin with.

Or houserule that Ion damage as being Stun damage to the ship affecting manueverability but only shutting down the ship once it exceeds the ships speed or the ships hull.

*shrugs*
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atgxtg
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PostPosted: Sun Jan 04, 2015 9:12 pm    Post subject: Reply with quote

I've been leaning towards changing the ion damage cap to Hull as well. It seems odd that, with two otherwise identical craft, the one with a higher maneuverability code doesn't shut down when the other does.
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Naaman
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PostPosted: Mon Jan 05, 2015 12:59 am    Post subject: Reply with quote

atgxtg wrote:
Naaman,

While the Miata is a fine car for the money, it does not handle as well as any high performace sports car. Look at the specs. It doesn't have the same handling. it's good, but not as good as a high end car. But then, high end cars spend more money on handling than the sticker price of the Miata.

Greater handling is not always safer. Proof of that can be found with aircraft. Airplens used for aeobatics are more maneuverable and less stable than other airplanes. Meanwhile, big stable aircraft are sluggish, but when they fail it is less severe.


Im not an expert on aircraft, so cant comment. But if wwe use cars as a comparison, it is absolutely true that a better handling vehicle is safer at any given speed than a worse handling one. It all comes down to whether the OPERATOR is competent at the speed he is traveling. If not, his best chance for survival is in the car with the better handling (all other things being equal; my mention of the Miata was to point out that while it can easily out maneuver a Buic or a Volvo, it is no moreat risk of crashing simply because it handles better than some other vehicle).

Higher speeds should, of course, increase the difficulty of a maneuver. And, the higher the speed, the more spectacular the failure.
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garhkal
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PostPosted: Mon Jan 05, 2015 3:57 am    Post subject: Reply with quote

Higher speeds Do already increase the TN for maneuvering though.
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atgxtg
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PostPosted: Mon Jan 05, 2015 9:25 am    Post subject: Reply with quote

Naaman wrote:

Im not an expert on aircraft, so cant comment. But if wwe use cars as a comparison, it is absolutely true that a better handling vehicle is safer at any given speed than a worse handling one. It all comes down to whether the OPERATOR is competent at the speed he is traveling. If not, his best chance for survival is in the car with the better handling (all other things being equal; my mention of the Miata was to point out that while it can easily out maneuver a Buic or a Volvo, it is no moreat risk of crashing simply because it handles better than some other vehicle).


I disagree. It's not just skill at a given speed, but skill with a vehicle that is more maneuverable and knowledge of what it is and isn't capable of.
For example, think of what someone who has never driven with power steering might do if the first time he had it he got into a high speed chase.

A lot of the high end performance cars today have computers in them that kick in and limit how much the car handles to prevent drivers from oversteering in a turn.

Part of the problem is that someone is more likely to try something fancy with a high performance vehicle than with a utility vehicle.
Higher speeds should, of course, increase the difficulty of a maneuver.

High maneuverabiulity isn't as mig an effect on cars and other wheeled vehicles though. The amount of maeverability for those vehicles is limited due to the traction of the tires. But most vehicles is Star Wars don;t have wheels.

To give you an idea of what I mean, it is extremely easy to roll a F-16. The control stick only moves about an inch or so in any direction, so a pilot is likely to overdo it when banking the craft. A 747 though, is much slower to roll, and a pilot just isn't going to pull a high G turn in one for a variety of reasons - not wanting to rip the wings off would be a major one. Even if the pilot tried it would take longer to do so. This actually makes the 747 much safer to fly. It's much harder to lose control of the airplane.
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Naaman
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PostPosted: Mon Jan 05, 2015 1:24 pm    Post subject: Reply with quote

Those are not examples of the CAPABILITIES of the craft. They are examples of the sensitivity of the controls. Power steering and the control stick sensitivity have nothing to do with what the craft is mechanically capable of. Having a different steering ratio does not change how much grip the tires have or how compliant the suspension is. These things establish the limits of what the craft can do.

The case mentioned above is exactly what Im talking about: the pilot knows or doesnt what the craft will do when he gives it x input. The performance of the craft is whhat it is.

If we want to differentiate hetween individual craft, then we can specialize. And, of course, there are separate skills for transports and starfighters, which EASILY accounts for the differences mentioned above.

Atgxtg, you and I are making two different arguments. I am saying that an individual craft is safer if it has better maneuverability (all other things being equal), than if it is slower to react.

A person driving a Volvo and a person driving a Miata are going to get different results. Even if the two vehicles are equal in speed, the Miata driver evenif a beginner, can negtiate more hazards and obstacles successfully at any given speed than the Volvo driver can. Or, a better way to say it: the SAME driver will be successful more often in the Miata.

To address what you are saying, Id propose something like this: a craft can be tuned to be more responsive and maneuverable at the expense of controllability. Using the maximum limits I posted earlier, I might say that a craft can increase its upper limit, but the minimum difficulty to pilot the craft increases also (this is sometimes done on racecars in order to get more oversteer or understeer or whatever without breaking any rules).

This is not to say that the performance cannot be improved without increasing the difficulty. But it may be cheaper or easier to do it the first way until funds can be gathered to do it right.
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