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Old 12-16-2010, 09:09 AM   #11
lvk
 
Join Date: Jan 2009
Default Re: [Spaceships] Choosing Combat Scale and Turn Length

vicky_molokh,
Quote:
Evasive Action (by the large craft) automagically, without needing a roll, breaks all Rendezvous and Engagements. So what's the point?
If your battleship has nothing better to do than to evade pesky fighter...
And if you have enough thrust (and fuel to waste) to get an acceleration bonus...
Then you can break from Hugging at will, I think.
Quote:
I also find the differentiation between Attack Vector and Engaged weird
With Attack Vector you don't match velocities with your target. You can't Rendezvous from Attack Vector, only from Engaged, that's why you should "pay" this 10+ margin "cost".
Quote:
by winning by +10.
Question to you as to FAQ keeper: do I really need to have 10+ margin of victory or 10+ margin of success would suffice?
(As in SS: "if you succeeded dy 10+...")
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Old 12-16-2010, 09:12 AM   #12
vicky_molokh
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Default Re: [Spaceships] Choosing Combat Scale and Turn Length

Quote:
Originally Posted by lvk View Post
vicky_molokh,If your battleship has nothing better to do than to evade pesky fighter...
And if you have enough thrust (and fuel to waste) to get an acceleration bonus...
Then you can break from Hugging at will, I think.
With Attack Vector you don't match velocities with your target. You can't Rendezvous from Attack Vector, only from Engaged, that's why you should "pay" this 10+ margin "cost".
I just find +10 to be very, very, very difficult under normal circumstances.


Quote:
Originally Posted by lvk View Post
Question to you as to FAQ keeper: do I really need to have 10+ margin of victory or 10+ margin of success would suffice?
(As in SS: "if you succeeded dy 10+...")
For all I can tell, it depends on whether this is a Quick Contest or a Simple Roll.
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Old 12-16-2010, 09:32 AM   #13
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Default Re: [Spaceships] Choosing Combat Scale and Turn Length

Quote:
Originally Posted by vicky_molokh View Post
I just find +10 to be very, very, very difficult under normal circumstances.
I think that's right, because enemy ship should be "frozen in place" (in comparison to your maneuverability (represented by acceleration bonus)) to allow you Rendezvous with him. Like huge warships in space opera that are literaly standing still while fighters are circling around them.
Quote:
For all I can tell, it depends on whether this is a Quick Contest or a Simple Roll.
In a Quick Contest you first have MoS/MoF, and then calculate MoV. So, doesn't Spaceshps suggest us to use MoS instead of margin of victory while Closing to Engaged or Rendezvous?
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Old 12-16-2010, 09:42 AM   #14
vicky_molokh
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Default Re: [Spaceships] Choosing Combat Scale and Turn Length

Quote:
Originally Posted by lvk View Post
I think that's right, because enemy ship should be "frozen in place" (in comparison to your maneuverability (represented by acceleration bonus)) to allow you Rendezvous with him. Like huge warships in space opera that are literaly standing still while fighters are circling around them.
In a Quick Contest you first have MoS/MoF, and then calculate MoV. So, doesn't Spaceshps suggest us to use MoS instead of margin of victory while Closing to Engaged or Rendezvous?
That seems even more difficult, as it will no longer work in cases where the enemy deeply failed their side of the roll.
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Old 12-16-2010, 12:35 PM   #15
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Default Re: [Spaceships] Choosing Combat Scale and Turn Length

Quote:
Originally Posted by lvk View Post
vicky_molokh,If your battleship has nothing better to do than to evade pesky fighter...
And if you have enough thrust (and fuel to waste) to get an acceleration bonus...
Then you can break from Hugging at will, I think.
With Attack Vector you don't match velocities with your target. You can't Rendezvous from Attack Vector, only from Engaged, that's why you should "pay" this 10+ margin "cost".
Question to you as to FAQ keeper: do I really need to have 10+ margin of victory or 10+ margin of success would suffice?
(As in SS: "if you succeeded dy 10+...")
also assuming the ship has working engines... this is why pirates in the age of sail targeted a ship's masts and sails first if they were planning to board. Boarding is pretty simple, target the rear hull to take out engines, against big ships that can't achieve a accel bonus, it is even easier.

--------

If you want the 10+ margin of success to be easier, allow it to be gained cummulatively over multiple turns against non-maneuvering ships.
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