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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Feb 03, 2010 12:24 am Post subject: |
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Grimace,
True, but the way combat rounds play out, the "snapshot" appoach is how it gets played.
Once intiative has been determined and players declare the actions the sensors "work" at the time in the initiative count of the acting player, and do their detection at that location.
So a ship that starts outside of sensor range can, in effect sneak right up on another ship by being able to move faster that the sensing ships range.
Even if the GM informs everybody when the new ship comes into detection range, there isn't anything anyone can do about it. If the sensing ship has already moved for the turn, it is a sitting duck.
Now since the capitol ships have more powerful sensors with a greater detection range than the smaller ships, it's possible in the game for the bad guys to launch a squad of fighters and have them accelerate and approach from a vector that they can virtually "appear: right in front (or behind) of the PCs ships. |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Feb 03, 2010 12:37 am Post subject: |
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ZzaphodD wrote: |
Very similar in effect to my idea above, but with slightly different numbers. Instead of increasing weapons range you lowered starship speed.
*Spaceship can move up to Space units per round.
*Sensor ranges are tripled (but segmented into range categories).
I like the idea of increased difficulties. That way ships may be warned about an approaching ship, but may only see it as a fast approaching 'blip' in the screens. |
I think it could work really nice if the amount of info gleaned was tied to the margin of success. Low margins give the "blip", higher margins can identify it as a ship, even higher margins reveal that it is a fighter, then what type, if it's got it weapons charged, what type of music is running in the CD player and so on.
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Question:
'Overspending' move, how does that work? Is this then 'flanking' speed (todays 4 x space move)? Any effects except moving very fast? |
Sorry, I used a Star Warriors term. Let me clarify. In Star Warriors ships get a max move rate, fairly similar to the Space score in the 2nd edition
RPG.
But. A ship can exceed it's max speed by over-speeding. A ship that overspeeds can increase it Max Speed by 1. In Star Warriors a ship can also "double" an action for increased effects. So a ship that did a "double" overspeed could increase it's top speed by 2. For example a ship that have a top speed of 6 could go 7 if it over speeds, or 8 if it double overspeeds.
For the RPG, I propose that instead of multiple move actions doubling and quadrupling the Move rates (and making it tough to keep the counters on the map board), we just add +1 for a ship that does 2 moves, +2 for a ship that does 3 moves and +3 for a ship that does 4 moves.
That would slow ships down to within sensor ranges, keep the ship counters on the map, and eliminate the "no can shoot" problem that happens when a ship chases another ship of similar speed that is going faster than 2 moves. (for example, by the 2nd R&E rulebook, if a bunch of X-Wings are flying "full throttle" down the Death Star trench, any TIE fighters that can keep up with them, can't shoot-at least not without slowing down). |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Wed Feb 03, 2010 1:13 pm Post subject: |
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Grimace wrote: |
Now if you were doing a "snapshot" of *poof* here's what I see when I start...then turn the sensors off and go barrelling across space 24 spaces, then yeah...you could end up at point blank range with another ship that was originally not detected by your sensors.. |
I was talking about another ship coming up on *your* ship, not the other way around.... |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Feb 03, 2010 6:55 pm Post subject: |
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ZzaphodD wrote: | Grimace wrote: |
Now if you were doing a "snapshot" of *poof* here's what I see when I start...then turn the sensors off and go barrelling across space 24 spaces, then yeah...you could end up at point blank range with another ship that was originally not detected by your sensors.. |
I was talking about another ship coming up on *your* ship, not the other way around.... |
It works out the same. If the PCs are in a freighter with a sensor range of 40, then a fast moving ship is going to be able to close the distance from out of sensor range to point blank range in 1 action round.
This would probably happen a lot in the RPG, since Vulture droids and TIE fighters are launched from a larger ship with a higher sensor range.
If a Star Destroyer were to detect a light freighter at a range of 100, it could launch a wave of TIE fighters, and the fighter could, by the rules, close in on the freighter before it could detect them, by getting up to a speed of 40 and going from 40 something spaces away to within 10. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14357 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 03, 2010 9:38 pm Post subject: |
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I can easily see the making hte sensor ranges 2x their current value.. _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Feb 03, 2010 9:43 pm Post subject: |
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garhkal wrote: | I can easily see the making hte sensor ranges 2x their current value.. |
It's why I posted two options:
Option 1) Treat the listed Sensor ranges as Close Range, with Medium Range (+5 Difficulty) at 2x that, and Long Range (+10 Difficulty) at 3x the base.
Option 2) Slow ships down. Instead of being about go go at 2x and 4x speed doing additional moves beyond the first are only good for +1 Speed per Move.
Option 1 is the easiest to implement, Option 2 has the benefit of keeping counters on the map board, and allowing ships moving at high speed to shoot at each other. What happens in 2R&E is that if a ship goes "full throttle" any pursuit ships must do the same to keep up (unless they are much much faster) and then can't shoot. |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Wed Feb 03, 2010 10:22 pm Post subject: |
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Regarding sensor ranges and space speed as they are in the book.
A Space 6 freighter going 'all out' can only see 10 seconds into the 'future' (ie whats coming up ahead) if on scan mode (ie if they want to be able to see all around them)..
Seems like pilots really are daredevils in the SW universe..  |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Thu Feb 04, 2010 10:35 pm Post subject: |
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Seeing as the average person looks less than 2 seconds ahead when they drive in town makes me think that might not be so bad. _________________ Blasted rules. Why can't they just be perfect? |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14357 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Feb 04, 2010 11:16 pm Post subject: |
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jmanski wrote: | Seeing as the average person looks less than 2 seconds ahead when they drive in town makes me think that might not be so bad. |
Too darn true. _________________ Confucious sayeth, don't wash cat while drunk! |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Fri Feb 05, 2010 7:28 am Post subject: |
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jmanski wrote: | Seeing as the average person looks less than 2 seconds ahead when they drive in town makes me think that might not be so bad. |
Remind me never to drive if I ever get to Kansas (perhaps I should stay in the Airport Hotel...)  |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Fri Feb 05, 2010 4:30 pm Post subject: |
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Oh, you're safe at a 4 way stop here. Everyone thinks you need to sit there and stare at each other. _________________ Blasted rules. Why can't they just be perfect? |
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