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Space Bombs
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garhkal
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PostPosted: Sat Jan 31, 2015 6:53 pm    Post subject: Reply with quote

When i DM i give players 2 options to choose when looking at scale differences. They can either do it BTB where they add when going up for dodging, shooting at etc, and the big boys get to add for damage and soak etc.. OR i can subtract the dice from the big boys shooting at them/they subtract on their side when soaking etc..
I have seen quite a few players who take the latter option.

Take a custom's frigate (cap scale iirc). 5d+2 gunnery, 3d fire control, gives 8d+2. Normally that 'averages out' to 30. PC side would be 5d+2 piloting, 2d maneuvering +6d scale, giving 13d+2. averages out to 47.5. BUT the chance for the 8d+2 getting a good roll, and beating the 13d+2 is a little better than if it was just the 7d+2 vs 2d+2..
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CRMcNeill
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PostPosted: Sat Jan 31, 2015 10:17 pm    Post subject: Reply with quote

Maybe two different rules would be best; one for ships, and one for space stations or other non-moving targets. For ships, the range would be something ridiculously short, with the Difficulty based on the target's speed. The defender would get one chance to shoot down a bomb, with the difficulty of the intercept modified by how close it was launched.

For space stations, the bombs could be launched from stand-off ranges (say, within sensor range of the launching craft), and its speed per round would be equal to the speed per round of the launching craft + 6, with intercepts still only once per round, but at lower difficulty since the bomb has further to travel...
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atgxtg
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PostPosted: Sat Jan 31, 2015 11:34 pm    Post subject: Reply with quote

Confused

I don't thing two separate sets of rules are needed. You could have the difficulties get really high and rely on scaling to offset the big ships.




You could base the difficulty off the target's speed. If the target is dead in space the difficulty is very easy), If the target is moving the difficulty starts off at easy. For ever multiple of the weapon's move the target travels at up the difficulty a level.

To account for long range, just up the difficulty another level each round the bomb is traveling.

For example, let's say the bomb is launched at speed 7 at an ISD that is 20 SU away, moving at speed 2. Since the bomb is moving faster than the target the base difficulty is easy. It will take 3 turns for the bomb to reach the ISD, so the difficulty would be raised 3 levels to Very Difficult. But the ISD is a big ship, so the 6D scaling will probably make the slow moving, big ship an easy target.
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garhkal
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PostPosted: Sun Feb 01, 2015 4:05 pm    Post subject: Reply with quote

I know in both Xwing and Xwing vs tie, the larger (slower or static) targets were, the further out you could 'get a lock and fire on them' from for bombs, torps, heavy torps and such.

But we would need to come up with speeds for each sort of missile/torp for this to work.
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CRMcNeill
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PostPosted: Sun Feb 01, 2015 5:31 pm    Post subject: Reply with quote

atgxtg wrote:
You could base the difficulty off the target's speed. If the target is dead in space the difficulty is very easy), If the target is moving the difficulty starts off at easy. For ever multiple of the weapon's move the target travels at up the difficulty a level.

Or perhaps something like Difficulty: 5 + target's Speed in SUs per round (maybe - 1/2 of the launching craft's Speed in SUs to counterbalance things)

Quote:
To account for long range, just up the difficulty another level each round the bomb is traveling.

For example, let's say the bomb is launched at speed 7 at an ISD that is 20 SU away, moving at speed 2. Since the bomb is moving faster than the target the base difficulty is easy. It will take 3 turns for the bomb to reach the ISD, so the difficulty would be raised 3 levels to Very Difficult. But the ISD is a big ship, so the 6D scaling will probably make the slow moving, big ship an easy target.

I would like to try and minimize the in-game math, and for a rule like this, you would need to recalculate for every shot. I still think two separate rules are the best choice, with the first for use against mobile targets at close range, and a second, optional rule for instances where the character might wish to engage in stand-off bombing against a target that can't dodge...
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CRMcNeill
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PostPosted: Sun Feb 01, 2015 5:33 pm    Post subject: Reply with quote

garhkal wrote:
I know in both Xwing and Xwing vs tie, the larger (slower or static) targets were, the further out you could 'get a lock and fire on them' from for bombs, torps, heavy torps and such.

But we would need to come up with speeds for each sort of missile/torp for this to work.

I would probably do something more along the lines of the static size bonuses to Sensors that I proposed here, which would just make large targets easier to lock onto than smaller ones.
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atgxtg
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PostPosted: Mon Feb 02, 2015 9:30 pm    Post subject: Reply with quote

crmcneill wrote:

Or perhaps something like Difficulty: 5 + target's Speed in SUs per round (maybe - 1/2 of the launching craft's Speed in SUs to counterbalance things)


Sure, of it you want to simpifly, you can do a small table that breaks it up into incrments of 5SU. Something like:

1-5 Easy
6-10 Moderate
11-15 Difficult
etc.
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CRMcNeill
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PostPosted: Tue Feb 03, 2015 12:06 am    Post subject: Reply with quote

The simpler the better. And then apply a -1 negative Difficulty level modifier for every 10. So it would look something like this:
    Target's Speed in SUs/Round = Difficulty
    0 = Very Easy
    1-5 = Easy
    6-10 = Moderate
    11-15 = Difficult
    16-20 = Very Difficult
    21-30 = Heroic
    31+ = Heroic +10

    Attacker's Speed in SUs/Round = Reduce Difficulty by
    5-10 = -1 Level
    11-20 = -2 Levels
    21-40 = -3 Levels
    41+ = -4 Levels

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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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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Feb 03, 2015 12:53 am    Post subject: Reply with quote

As far as allowing targets to try and intercept bombs, here is an outline of what I'm thinking:
    -Gunner gets one attempt to shoot down a bomb, with Difficulty defined by a chart based on the shooter's speed in SUs/round.

    -Bombs can not Dodge intercept attempts, and have a 1D Hull.

    -Multiple gunners may combine their efforts to shoot down a bomb, subject to normal Command skill rolls and coordination.

    -Attacking pilots may choose to increase the Difficulty of an intercept by delaying the bomb launch as long as possible. In game rules, a pilot making a bombing run must make an Easy Piloting roll to make a normal bombing run. However, for every 5 points by which he increases the Difficult of his bombing run, he increases the base Difficulty for intercept fire by 5.

    -As always, failed Piloting rolls result in Movement mishaps, in this case, representing the pilot failing to pull up quickly enough after launching his bombs.

    -MAPs apply as normal, as a bombing run requires both a Piloting roll and a Gunnery roll. However, ships with multiple crew can coordinate to offset the MAP.

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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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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 Feb 04, 2015 7:28 pm    Post subject: Reply with quote

For those of you who are interested, I'm transitioning my focus on this project to a different topic. Hope to see you there.
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