03-21-2012, 08:47 AM | #11 | |
Join Date: Nov 2010
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Re: Help me love Spaceships
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As a veteran wargamer, there's always a cutoff point between large-numbers fighter or small ship combat vs large-scale capital ship combat. Pretty much every system I've looked at tends to fall on the side of favoring capital ships. There may be flimsy 'realism' rationalizations for this, but what it boils down to is that most wargames want you to have to make meaningful decisions for your ships and have a chance at success. If fighters or small ship tactics work too well, swarm tactics dominate and the game (supposedly) becomes boring. GURPS Spaceships isn't a wargame, but it has a similar issue. You're looking at a system that is meant to be interesting for players. The most common scenario is the entire party crewing a ship--which immediately assumes larger ships--and so you have more rules on secondary tasks to do during combat. Even if players are each piloting a fighter, then you're looking at just a single squadron that isn't going to do much without plot protection or a severely limited enemy in terms of firepower. I'm a huge fan of the new Battlestar Galactica, and I like the idea of massive battles like those in the Halo universe filling up my RPGs. But those would be nightmarish to try to make work with a consistent, detailed, and generic system.
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Finds party's farmboy-helper about to skewer the captive brigand who attacked his sister. "I don't think I'm morally obligated to stop this..." Ten Green Gem Vine--Warrior-poet, bane of highwaymen
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03-21-2012, 09:05 AM | #12 | |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Help me love Spaceships
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For that sort of thing I rather took to the second episode of Andromeda. Or maybe it was the third, and it depends on how you count two part pilots anyway. Andromeda for one thing has niftier gadgets then TOS.
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
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03-21-2012, 09:09 AM | #13 |
Join Date: Jul 2008
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Re: Help me love Spaceships
In Fast Passes, as the term is used in SS1, everything I wrote holds true. Plus there will only be one turn of combat, which makes dramatic damage control, or I would think having problems with appreciating the so briefly used combat system, somewhat less likely.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
03-21-2012, 09:11 AM | #14 | |
Join Date: Apr 2005
Location: France
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Re: Help me love Spaceships
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Certainly! But there are times where the player characters are in several little starships and then, the combat could be as interesting as a man vs man combat, with attacks, all-out attacks, dodges, feints, aimed shots... As long as there are interesting rules to support it... Is there any rules like that somewhere? In GURPS Space for instance? |
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03-21-2012, 09:18 AM | #15 | |
Join Date: Nov 2010
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Re: Help me love Spaceships
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If I was going to do this in GURPS, I'd probably use the combat from Space and then have it where once fighters were in the same hex as something of interest you'd shift to melee time, with maybe 5-10 second turns. Making all the different maneuvers and such work and make sense would be a pain, and probably have to be setting-specific, too, so I'd really dread working this out as a GM. The only RPG system where I've played something along these lines with success was the Battlestar Galactica RPG, and that was highly cinematic, conceptual, and had enough rules holes to make it quick work for me as a GM. At this point, I'd almost rather marry GURPS with one of my favored miniatures games and switch to a wargame when such situations came up in play. Of course, I don't have to worry about this with my fantasy campaign. :)
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Finds party's farmboy-helper about to skewer the captive brigand who attacked his sister. "I don't think I'm morally obligated to stop this..." Ten Green Gem Vine--Warrior-poet, bane of highwaymen
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03-21-2012, 09:19 AM | #16 |
Join Date: Aug 2007
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Re: Help me love Spaceships
It might not be what you want in a wargame but it is very, very like a wargame in many repects. That's why it has long and abstract "Turns" rather than the real Turn of Gurps which is always just one second long.
If I was doing "Balance of Terror" I wouldn't do it in Spaceships. There's a lot going on but it's all happening in character-time rather than Spaceships wargame-like time.
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Fred Brackin |
03-21-2012, 09:28 AM | #17 |
Join Date: Apr 2005
Location: France
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Re: Help me love Spaceships
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03-21-2012, 09:30 AM | #18 | |
Join Date: Jul 2008
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Re: Help me love Spaceships
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Spaceships 4 makes an attempt at offering rules for cinematic small craft action.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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03-21-2012, 09:38 AM | #19 |
Join Date: Mar 2012
Location: Colorado
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Re: Help me love Spaceships
With regards to Balance of Terror, an excellent TOS episode, there's only so much you can do with that in a game without the superscience of cloaking devices. I suppose there can be tension in the initial sensor battle of trying to find one another to get firing solutions.
In terms of scale problems, you can usually tweak that depending upon your particualr character's situation. I'm less concerned with that than I am with the time scale, and I've gleaned a few ideas from the discussion here on how to handle that better. That said, I still wish for a system more like SFB and their Impulse Chart that would better simulate the simultaneity of combat. |
03-21-2012, 09:40 AM | #20 |
Join Date: Nov 2010
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Re: Help me love Spaceships
Bah, I must be thinking of ISW again--I always confuse the two since I never use just the one. Just substitute ISW for Space in my earlier comments.
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Finds party's farmboy-helper about to skewer the captive brigand who attacked his sister. "I don't think I'm morally obligated to stop this..." Ten Green Gem Vine--Warrior-poet, bane of highwaymen
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