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cheshire Arbiter-General (Moderator)

Joined: 04 Jan 2004 Posts: 4866
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Posted: Wed Jan 02, 2013 4:45 pm Post subject: |
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crmcneill wrote: | Personally, I'd like to see more streamlined rules on the opening phases of starfighter combat: how sensor ranges allow a fighter to detect their enemy first, the advantages provided by superior training and tactics, the effectiveness of flight controllers, etc.
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Yet another moment of silence, please, for the X-Wing Sourcebook that never was. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jan 02, 2013 4:50 pm Post subject: |
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cheshire wrote: | If we're talking about other ability of a starfighter to move in and out of someone's sights, that's usually accounted for in its maneuverability. Assume someone made a "target practice rocket" with a space rating of 10, but no ability to alter its trajectory. Assuming that the fighter has a rating of 6 or 7, I don't think that such a thing is going to be so substantially harder to hit than a similar rocket with a rating of 7. If a quick starfighter is zippy enough to get in and out of sights, I would assume that a smart game designer would bump up the maneuverability to represent that zip-factor. |
It's mostly just a vague theory at the moment. My concept for it derives from some of the starfighter combat tactics mentioned in the Rebel SB. Three of the maneuvers it describes involve forcing a pursuing opponent out in front of the target starfighter. It is my general feeling that, since acceleration / deceleration rates in the SWU are relatively uniform and are tied to the ship's Speed rating, a faster moving starfighter would be more vulnerable to air combat maneuvers intended to reverse their relative positions, as the slower fighter would also be able to drop speed faster.
I'm certainly open to suggestions. I can see your point that speed might not be a huge advantage to the ship in the lead, but IMO, a faster ship would still have an advantage to work with in the trailing position (as the speed difference would allow the trailing ship to keep pace without using all of its engine power).
Quote: | Though it is certainly not the case straight across the board, it seems as though many of the D6 starships are designed in such a way that those which have the higher space rating also tend to have a higher maneuverability. |
Very true, although the TIE/ln does come close to being the exception to that rule: while faster than the X-Wing, it has the same maneuverability. _________________ "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.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jan 02, 2013 4:51 pm Post subject: |
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cheshire wrote: | crmcneill wrote: | Personally, I'd like to see more streamlined rules on the opening phases of starfighter combat: how sensor ranges allow a fighter to detect their enemy first, the advantages provided by superior training and tactics, the effectiveness of flight controllers, etc.
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Yet another moment of silence, please, for the X-Wing Sourcebook that never was. |
Indeed. That's a fan project I'd like to see. _________________ "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.
The CRMcNeill Stat/Rule Index
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