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The Case for Hex Maps & Six Fire Arcs
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atgxtg
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Joined: 22 Mar 2009
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PostPosted: Thu Feb 01, 2018 9:53 am    Post subject: Reply with quote

MrNexx wrote:


What if guns can fire in their designated arcs... and in adjacent arcs with -1D fire control?


Why? Generally speaking the fire arc restrictions are based on what areas the weapon can be pointed at. If a weapon should cover a particular arc then it probably should have a fire control penalty. And if it can't move the guns to cover an arc, then it should be able to shoot at targets in that arc.

But going with 6 fire arcs will mean rethinking/reassigning just where some weapons can fire. Basically you will need to decide if a weapon should get a 60 degree, 90 degree or 120 degree arc.
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atgxtg
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PostPosted: Thu Feb 01, 2018 9:58 am    Post subject: Reply with quote

CRMcNeill wrote:
Also, I found something interesting. Leviathan uses a hex map, but still uses 4 fire arcs. My tablet isn't letting me screenshot it, and I can't find it on line, but I'll see if I can do something about that the next time I'm home.

Anyway, nice to see that four fire arcs still work on a hex...


I think I have a couple of games that use 4 fire arcs and hexes. It's not that hard to do, especially if you use hex-point facing. Come to think of it I think Star Warriors did.

One thing I wondering about is if you use hexes, how are you working the difficulties for turning?
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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: Wed Nov 21, 2018 11:48 am    Post subject: Reply with quote

So, a funny thing...

More than once in my house-rule-writing career, I've suggested an idea that, in all honesty, I thought I came up with on my own. Then, later on, in some obscure WEG book that I had either never bothered to read or had skimmed through at some point, I find that the rule I thought was original was already written up and officially published. The example that comes to mind for me is the Force Attribute; when I originally conceived of my version of it, I had never of the D6 Space Metaphysics attribute, yet the two very closely parallel each other.

Here's another example: In this topic, I suggested the use of a D6 hex map, borrowing from other systems. Lo and behold, WEG had basically the exact same idea a long time ago. See Star Warriors Rules of Play, page 12, FIgure 8.31.
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"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.

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Whill
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Joined: 14 Apr 2008
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Location: Columbus, OHIO, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Wed Nov 21, 2018 5:05 pm    Post subject: Reply with quote

Man, I regret getting rid of Star Warriors.
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