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Join Date: Aug 2009
Location: Bremerton, WA
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I wanted to know if it would be fun and reasonable to make a Starwars game that focused on ship combat. I am a big fan of the X-wing novels which have a small team of commandos/pilots run around saving the galaxy both in and out of the cockpit.
After a ridiculous number of hours looking at the Starships books and going through a number of threads I feel like I have a place to start. Ships have reactionless drives with 1G acceleration Capital ships have 1-2G Starfighters have 2-4 G Proton torpedoes have 5-6G I have also decided to use the tactical combat system. To give meaningful movement and weapon ranges to fighters the 100 mile hex and 1 minute turn is the only reasonable option. I will avoid the temptation to increase the scale to accommodate large ships. (I can already see players throwing genre convention out of the window and resorting to near c suicidal torpedo runs against Star Destroyers if forced to deal with that much map before starfighter weapons are useful). Things which I am not so sure about but seem like a good idea. Making shields ablative and giving them x4 dDR. - I feel like it models the setting better, makes fighter contributions against large ships more important, and result in ships being less likely to be taken out by a single blow. Making shields only capable of regenerating x% of dDR a turn. - I really need to play test this or get feedback. I feel like it would model the progressive chipping away at larger ships over the course of a battle as seen in the x-wing novels, but it may mess up balance in some horrifically unforeseen way. I may pair this with another increase in shield strength to balance but I don't know. Giving all ships damage reduction. - I am very ok with a single torpedo demolishing a fighter (it is what PCs have luck and buying successes for), but I get the impression that even with the errata damage tables, they may cause more carnage than I want, particularly if I don't use point defense. Here is my first attempt to make an X-wing, I decided each main beam weapon is one pair of linked lasers (no mechanical effect descriptive only). And that the pair of proton torpedo launchers counts as a secondary battery but I restricted the ammo to reflect setting numbers. The engine room is the R2 slot. Lastly I named one slot consumables to reflect the extra air water and food that is needed to keep pilots alive for a week rather than day without resupply. It has too much power and I feel like it isn't well optimized but it looks like it is in the ballpark. I suspect when I do the TIE it won't even use all of the slots. X-Wing Streamlined SM+5 Front Hull system 1 dDR 5 Armour 2 dDR 5 Armour 3! Major Laser Gun 4! Major Laser Gun 5 2 Proton Torpedo Launchers (3 16cm Torpedos each) 6! Contragravity Lifter Central Hull system 1 dDR 5 Armour 2 dDR 5 Armour 3! dDR 20 Force Screen 4 Control Room 5 Consumables* 6 Engine Room [core] Antimatter reactor Rear Hull system 1 dDR 5 Armour 2 dDR 5 Armour 3! Star Drive 4! Hot Reactionless 5! Hot Reactionless 6! Hot Reactionless [core] Antimatter reactor If anyone has any thoughts, contributions, or in particular interpretations of X-wings, TIEs, Y-Wings etc. Please share. |
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| starships, starwars |
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