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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Jan 06, 2018 8:37 pm Post subject: The Case for Hex Maps & Six Fire Arcs |
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Obviously, the game as played is set up with four fire arcs, but as garhkal has mentioned more than once, he prefers to use the six-sided hex maps found in other tabletop games. Normally, it's not something I'd consider, but I'd like to hear if anyone else does something similar, and what are the pros and cons.
The one thing I can think of is that dividing the left and right fire arcs into front-left/rear-left and front-right and rear-right does a better job of representing the oblong shape of most ships in the SWU (longer than they are wider)...
Thoughts? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jan 07, 2018 2:24 am Post subject: |
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That's how i envision it... the hex spot in front is forward arc. The hexes to the left and right of it are Forward-left OR forward/right
The ones to the right and left of those are rear/left or rear/right.
The one directly to the rear is just rear. _________________ Confucious sayeth, don't wash cat while drunk! |
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Dredwulf60 Line Captain
Joined: 07 Jan 2016 Posts: 911
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jan 07, 2018 6:58 pm Post subject: |
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That looks decent.. I might have to adapt to that! _________________ Confucious sayeth, don't wash cat while drunk! |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Mon Jan 08, 2018 11:33 am Post subject: Re: The Case for Hex Maps & Six Fire Arcs |
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CRMcNeill wrote: | Obviously, the game as played is set up with four fire arcs, but as garhkal has mentioned more than once, he prefers to use the six-sided hex maps found in other tabletop games. Normally, it's not something I'd consider, but I'd like to hear if anyone else does something similar, and what are the pros and cons.
The one thing I can think of is that dividing the left and right fire arcs into front-left/rear-left and front-right and rear-right does a better job of representing the oblong shape of most ships in the SWU (longer than they are wider)...
Thoughts? |
I think it would almost make more sense to not have Front or Back arcs, but instead left forward, left, left back/right forward, right, right back arcs. It matches with captial ships doing the classic sailing ship broadside, IMO.
I also think, if you're going to switch up the arcs, shields should be able to cover two adjacent arcs... so you could be left/right front, or left front/middle, but not left front/right rear.
It would also match with "Put your deflectors on; double front", but that's just bonus. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jan 08, 2018 12:54 pm Post subject: |
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But this isn't the age of sail, and there are a lot of ships with fixed-forward armament, particularly starfighters. Having purely front or rear fire arcs coincides with this. In fact, the "Deadly Cone" described in the Rebel Alliance Sourcebook corresponds exactly with a 60-degree Rear Arc.
In retrospect, there are a lot of reasons for a Base 6 number generator like D6 to use a hex map. For one thing, it's a lot easier to calculate scatter on a 6-sided pattern when using a 6-sided D. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jan 08, 2018 5:53 pm Post subject: |
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And fits right in with the d6 system grenade scatter!! Don't you just love that _________________ Confucious sayeth, don't wash cat while drunk! |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Mon Jan 08, 2018 8:15 pm Post subject: |
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CRMcNeill wrote: | But this isn't the age of sail, and there are a lot of ships with fixed-forward armament, particularly starfighters. Having purely front or rear fire arcs coincides with this. In fact, the "Deadly Cone" described in the Rebel Alliance Sourcebook corresponds exactly with a 60-degree Rear Arc.
In retrospect, there are a lot of reasons for a Base 6 number generator like D6 to use a hex map. For one thing, it's a lot easier to calculate scatter on a 6-sided pattern when using a 6-sided D. |
...duh. Yup. That makes sense. Nevermind. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Tue Jan 09, 2018 10:46 am Post subject: |
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I like this.
The only question I have concern targeting a ship that is 90 degrees from the front or rear fire arc. Almost seems like you'd need to go octagonal, rather than hexagonal.
Having said that, since the line dividing the two left arcs (or right arcs) is geometrically one dimensional, you could just flip a coin (roll a die) to determine which arc gets to fire at a ship that is approaching at a perpendicular angle. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 09, 2018 10:46 am Post subject: |
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garhkal wrote: | And fits right in with the d6 system grenade scatter!! Don't you just love that |
It is growing on me, especially since the crossovers I'm doing from Renegade Legion and Battletech all use hex maps as well. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 09, 2018 10:57 am Post subject: |
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Naaman wrote: | I like this.
The only question I have concern targeting a ship that is 90 degrees from the front or rear fire arc. Almost seems like you'd need to go octagonal, rather than hexagonal.
Having said that, since the line dividing the two left arcs (or right arcs) is geometrically one dimensional, you could just flip a coin (roll a die) to determine which arc gets to fire at a ship that is approaching at a perpendicular angle. |
Or just rule that existing Left and Right Arc weaponry can fire into both Arcs.
Obviously, adopting this would require some stat revisions, but considering the number of those I've already done... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jan 09, 2018 3:32 pm Post subject: |
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Naaman wrote: | I like this.
The only question I have concern targeting a ship that is 90 degrees from the front or rear fire arc. Almost seems like you'd need to go octagonal, rather than hexagonal. |
90 degrees off the front means side.. BROADSIDE! _________________ Confucious sayeth, don't wash cat while drunk! |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Tue Jan 09, 2018 3:36 pm Post subject: |
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CRMcNeill wrote: | Naaman wrote: | I like this.
The only question I have concern targeting a ship that is 90 degrees from the front or rear fire arc. Almost seems like you'd need to go octagonal, rather than hexagonal.
Having said that, since the line dividing the two left arcs (or right arcs) is geometrically one dimensional, you could just flip a coin (roll a die) to determine which arc gets to fire at a ship that is approaching at a perpendicular angle. |
Or just rule that existing Left and Right Arc weaponry can fire into both Arcs.
Obviously, adopting this would require some stat revisions, but considering the number of those I've already done... |
What if guns can fire in their designated arcs... and in adjacent arcs with -1D fire control? _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Tue Jan 09, 2018 6:46 pm Post subject: |
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I think thats a good solution. If guns can fire into both ars, then what is the point of having 6 instead of 4?
Mr.Nexx's idea bears consideration, I think. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jan 10, 2018 12:44 am Post subject: |
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MrNexx wrote: |
What if guns can fire in their designated arcs... and in adjacent arcs with -1D fire control? |
I'd say make it -2d... _________________ Confucious sayeth, don't wash cat while drunk! |
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