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Space Combat bugs and problems
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Darius
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PostPosted: Mon Mar 20, 2006 7:00 am    Post subject: Reply with quote

yeah but 6D seems like a big difference. even though the skipray has more powerful weapons should it be so hard for it to hit something about its own size ?

in our group we just use 2D difference between each scale and it still seems to be enough to make the players pause when coming up against capital ships. mind you not sure where we got the idea that its only 2D difference. we did think about having space transports as another scale between starfighter and capital. what do you think ?
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Gry Sarth
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PostPosted: Mon Mar 20, 2006 8:24 am    Post subject: Reply with quote

Yeah, I think if you go 2D between each scale, you should definetly create a Space Transports category between Starfighter and Capital.

So it would be:

Character - About 2 meters
Speeder - About 4 meters
Walker - About 8 meters
Starfighter - About 16 meters
Space Transport - About 32 meters
Capital - Over 80 meters
Death Star - Too big to even care.

A 2D difference between each might work about right. And it has that exponential progression of sizes that WEG likes to use.
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garhkal
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PostPosted: Tue Mar 21, 2006 3:55 am    Post subject: Reply with quote

darius wrote:
why is the scale difference so vast ? there are some pretty small capital ships out there.

with a difference of 6D starfighters would never get hit yet i am sure some have been hit in the movies. and even starfighter torpedoes would never hurt capital ships.


As for the torps... Why do you think the rebs always mass shoot them, to take the shields down on ISDs (trench run disease!!!)... That combining of fire, allows them to overcome the scale difference... As to WHY it was made so big... Don't really know.

Quote:
in our group we just use 2D difference between each scale and it still seems to be enough to make the players pause when coming up against capital ships. mind you not sure where we got the idea that its only 2D difference. we did think about having space transports as another scale between starfighter and capital. what do you think ?


We had a discussion of different scales, to fill out the lot between fighter and capital.. Take a look here http://www.rancorpit.com/forums/viewtopic.php?t=1019
and here http://www.rancorpit.com/forums/viewtopic.php?t=319
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Firehawk0220
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PostPosted: Wed May 17, 2006 6:33 pm    Post subject: Reply with quote

By scraping the entire rule book and writing my own. Shocked
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Pel
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PostPosted: Fri May 19, 2006 2:38 am    Post subject: Reply with quote

What about using Star Warriors for extended space combat scenes? Has anyone tried that?
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Darth Mischevious
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PostPosted: Fri May 19, 2006 8:13 am    Post subject: Reply with quote

My group always used Star Warriors for space battle resolutions. Worked fine for us - but everyone in the group also had a wargaming background as well as roleplaying, so they were happier with the tabletop tactical resolution rather than the RPG "winging it" rules.
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Delkarnu
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PostPosted: Thu Jan 15, 2009 2:15 am    Post subject: Reply with quote

I think they should do away with scale difference and just use fire control, damage, maneuverability, and hull. Smaller weapons do less damage, but have greater fire control. Smaller ships have lower hulls, but high maneuverability.

Give them all power requirements, and ship engines have max power output and players can customize their ships easier that way.
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Grimace
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PostPosted: Thu Jan 15, 2009 11:04 pm    Post subject: Reply with quote

Getting rid of the scale differences would make some of the dice totals absolutely ridiculous. Both on the low end and the high end you'd have such crazy discrepancies that it would be wonky. Any system that has a wide range of things, from things smaller than a man to things bigger than an aircraft carrier, all use some sort of scaling system.
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enderandrew
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PostPosted: Sun Feb 15, 2009 4:23 pm    Post subject: Reply with quote

Pilots get to add maneuverability, but gunners get to add fire control.

A pilot with 9D in their skill should be able to avoid being hit by average gunners. A really talented gunner however should be able to hit a really talented pilot. It works both ways.
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Orion
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PostPosted: Sat Feb 21, 2009 3:48 am    Post subject: Reply with quote

Delkarnu wrote:
I think they should do away with scale difference and just use fire control, damage, maneuverability, and hull. Smaller weapons do less damage, but have greater fire control. Smaller ships have lower hulls, but high maneuverability.

Give them all power requirements, and ship engines have max power output and players can customize their ships easier that way.


An interesting idea....I really like the power output/usage part, but I don't think you could completely do away with scales though as grimace said it would probably end up with some wonkiness at the extremes.
Do you have any of this fleshed out, as I would be interested in hearing it?



In the meantime, I have an idea of my own that I would like some peoples opinions on.

WEG states that particle shields only work on physical objects and that they are already added into the hull codes, but on p127 2nd R&E in the example under starship weapons it says, 'Any laser cannon attacks that hit the freighter roll against the YT-1300's combined 6D hull code and sheilds.' This contradicts the statement about particle shields, though I assume this is how everyone runs it.

What I'm thinking about doing is relegating the particle shields to their stated purpose, so in the quoted example only 4D would used against lasers. I want to create a Space Transport Scale at 8D (Starfighter is 6D and Capital is 12D) so when facing fighters they gain back the 2D in scale dice. I also want to split scales into Size/Toughness and Weapons, so that they each have their own scales. This would keep Space Transport firing at Starfighter exactly as it is now, because the weapon firing is Starfighter scale and it's firing at the same scale, but in reverse the Starfighter would have an easier time hitting the Space Transport, but be rolling against the same damage resistance it always has. I was thinking of using MoS (Margin of Success) on the to-hit, for every 5 points you beat the difficulty you get a +1 to damage.

Example: Lets use the Falcon/Tie scene from Ep. IV. The ties shooting at the Falcon would get +2D scale dice to their to-hit rolls because their weapons are Starfighter (6D) shooting at a Space Transport (8D). The Falcon get +2D scale dice added to it's Hull Code but loses the 2D from the particle shields as they don't effect energy weapons. So the falcons Hull Code is 6D vs Starfighter energy weapons the same as it has always been. We set the Quad Lasers on it at Starfigher (6D) scale and they shoot at the ties with no Scale dice.

Now this will make Starfighter scale torpedoes/missiles less effective by 2D against Space Transports, so they will be slightly more survivable against them, but I don't think this is a bad thing. As a side note, I see no reason that the Falcon's Missiles couldn't be Space Transport Scale (8D) making them 2D more effective against Capital Ships and slightly more difficult to target on Starfighters. This would give more of a reason for the Falcon to have made the tunnel run against the second Death Star. It had heavier weapons, instead of it fits in the tunnel....barely.

The effect on Capital Ships would be that Starfighter energy weapons would be 2D more effective, due to the loss of the particle shields in the Hull Code. When Capital Ships shoot at Space Transports they will be 2D easier for them to hit, and the Capital weapons would lose 2D in scale dice for damage, but the Space Transport would also lose 2D from it's Hull code due to the loss of Particle Shields. Which should effectively be a wash in damage difference.

Particle shields would have to be limited to Space Transports and Capital Ships, so even Starfighters that have Shields don't have Particle Shields, they only have Energy Shields, as things would get a bit wonky if they did.

Breaking apart the scale also makes it possible to have custom scales for things. For instance, a Tie is about half the size of an X-wing so you could give the Tie a (5D) size and have it have (6D) weapons if you wanted to. Doing so would make it marginally harder to hit but even less survivable. The Skipray Blastboat comes to mind as needing to be reworked with this method.

That's about it, so good, bad, or indifferent, let me know what you think.
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Delkarnu
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PostPosted: Sat Feb 21, 2009 4:51 pm    Post subject: Reply with quote

As I've discussed with other people, removing scale can lead to rolling tons of dice, a pilot with 9D in x-wing, plus 3D in maneuverability, plus about 6D for removing scale, means the person rolls 18D to dodge incoming fire, no matter what is shooting at him (and the starship gunners would be rolling about as many too)

I think they simplified everything too much with scale and maneuverability, but finding a good solution is problematic. Smaller ships shouldn't have huge maneuverability scores to make them harder to hit, when being smaller doesn't necessarily mean they are easier to fly.

I've been thinking about adding a second stat for a size modifier within the scale. say star fighters and freighters are both starfighter scale, but an X-wing could be -2D to hit due to size and speed, and a mobquet medium cargo hauler would be +2D to hit due to it being much larger than most freighters (over six times bigger than the x-wing, and only half as fast, but current rules put it only 2D harder to hit by maneuverability)

In the same way, a Super Star Destroyer is over 100 times bigger than a corellian corvette, but is only 2D harder to hit from the corvette's maneuverability, whereas the corvette is only twice as big as the mobquet, but 5D easier to hit due to the current scale rules.

If the corvette had a -2D for size vs a normal cap-scale, it would only be 1D more difficult to hit than a mobquet at +2d over starfighter difficulty. The problem with this, is that the math is a pain per time.
Mobquet vs Corvette:
Mobquet +1D to hit for maneuverability, +2d to gunner to hit based on size of target, net 1D to hit.
Corvette +2D to hit for maneuverability, -2d to gunner to hit based on size of target, +6d to gunner to hit for scale, net +2D to hit
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Delkarnu
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PostPosted: Sat Feb 21, 2009 6:50 pm    Post subject: Reply with quote

I don't believe its standard, but in the games I've been in, any starfighter scale guns on a capital ship can be targeted as though they were starfighter scale, you don't get the +6D to hit, but if you hit you can take out the gun and make survival/escape easier.

I do think that while the lower power starfighter-scale weapons wont penetrate capital ship hulls readily to destroy the ship, they should be able to knock out some systems by targeting them as starfighter scale items(sensor array, communications, specific weapons, etc)
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Orion
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PostPosted: Mon Feb 23, 2009 2:47 am    Post subject: Reply with quote

Delkarnu wrote:
I don't believe its standard, but in the games I've been in, any starfighter scale guns on a capital ship can be targeted as though they were starfighter scale, you don't get the +6D to hit, but if you hit you can take out the gun and make survival/escape easier.

I do think that while the lower power starfighter-scale weapons wont penetrate capital ship hulls readily to destroy the ship, they should be able to knock out some systems by targeting them as starfighter scale items(sensor array, communications, specific weapons, etc)


I just realized this is the Official Rules section so I'm gonna repost my idea in the House Rules section where it belongs, in this thread:

http://www.rancorpit.com/forums/viewtopic.php?p=79754#79754

I also have a rule that somewhat addresses what you are talking about in the second sentence. It's very simple, so its probably not as detailed as you would like. I will also put it in the other thread.
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atgxtg
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PostPosted: Mon Mar 23, 2009 4:24 pm    Post subject: Reply with quote

The problem with eliminating scale is that quite a lot of the stats won't make much sense without it. Way back in 87 when WEG did the STAR WARS SOURCEBOOK, the stats were kinda wacky. The scaling methods were ways to address that. Without some scaling, things like blaster artillery are going to be very underpowered, and some other things overpowered.

As for the 6D difference between fighters and capital ships, it exists so that players can't take out an ISD with, say, the Millennium Falcon. Especially in 2nd edition.

One possibly way to eliminate the handfuls of dice scaling without die caps might be a multiplier system. For example, a Star Destroyer might have 6Dx2 Hull vs. starfighters. While this gives the same statistical mean as 12D6, you are only rolling half the dice, and it is much easier to get a lower result-especially with the wild die.
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jmanski
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PostPosted: Mon Mar 23, 2009 7:22 pm    Post subject: Reply with quote

That is something I had toyed with, but not used yet.

Hhmmmm, might have to do some math on that one.
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