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RAW Ship & Vehicle Weapon Stats are Broken.
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Raven Redstar
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Joined: 10 Mar 2009
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Location: Salem, OR

PostPosted: Sun Mar 20, 2016 12:08 am    Post subject: Reply with quote

CRMcNeill wrote:
The next big question would be what scale system to use for re-statting. Obviously, I'm partial to my own, and since it puts Starfighter in between Speeder and Walker, which simplifies having standard weapon types. However, not everyone uses my version, so remaking the stats according to the RAW would make them more useful in general...

Opinions?


Might be a minority here, but I'd rather see everything in your scale system. Since I've adopted it for my own games... the masses may or may not care about a fix to a system they've been using for a long time.
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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Mar 20, 2016 1:29 am    Post subject: Reply with quote

On a related note, since I'm going to be re-doing pretty much all the vehicle stats, I have been including sensors into the ground vehicles, defaulting to the equivalent of 20/40/60/3, although I gave the Combat Airspeeder 40/60/80/4 when I redid it. I don't really feel the need to go into a lot of variety for vehicle sensor range numbers, but obviously some will be better than others. I'd like to hear your opinions as to which vehicles should have better sensors than others, and why...
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Savar
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PostPosted: Sun Mar 20, 2016 1:40 am    Post subject: Reply with quote

CRMcNeill wrote:
On a related note, since I'm going to be re-doing pretty much all the vehicle stats, I have been including sensors into the ground vehicles, defaulting to the equivalent of 20/40/60/3, although I gave the Combat Airspeeder 40/60/80/4 when I redid it. I don't really feel the need to go into a lot of variety for vehicle sensor range numbers, but obviously some will be better than others. I'd like to hear your opinions as to which vehicles should have better sensors than others, and why...


as a class vehicles with the scout role should have better sensors

as the job they do is to find things, now I don't know if that should be a range increase or better bonus dice?
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dic1
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PostPosted: Mon Jul 25, 2016 3:18 am    Post subject: Reply with quote

Savar wrote:
as a class vehicles with the scout role should have better sensors

as the job they do is to find things, now I don't know if that should be a range increase or better bonus dice?


I'd go with bonus dice, most ground vehicles are limited by the horizon so unless it's a large planet range is not going to be as much of a deciding factor.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Jul 25, 2016 1:37 pm    Post subject: Reply with quote

To simplify things, I'm going with two ranges; one for low-level flight or ground level, and a separate one for atmospheric flight, with the dividing line being roughly 100 meters. It's not the way it works in the real world (where sensors have a graduated increase in detection range depending on the altitude of a given sensor target), but in a role-playing universe, realistic rules need to be balanced against how badly a complicated rule may slow down the pacing of the game itself.

As such, both ground and air vehicles would have different sensor ranges, much like how starship weapons have different sensor ranges depending on the environment in which they are operating. I've pretty much moved discussion on this matter to another topic, and the details on sensor ranges are on the third post down of the linked page.
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