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Rules for Wingmen in Starfighter Combat
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Naaman
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PostPosted: Sat Jun 13, 2015 7:43 pm    Post subject: Reply with quote

What sources are you using to come up with the maneuvers and tactics?

As for the tactics skill, I've always felt that it needed to feature more prominently in combat involving military personnel (or veterans thereof, such as Han Solo, etc).

As for the benefits provided, Ive always felt that something other than a numerical bonus would be nice to see. A reroll a bonus action, etc..
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Savar
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PostPosted: Sat Jun 13, 2015 9:23 pm    Post subject: Reply with quote

crmcneill wrote:
Ive already done that above. The two issues I'm looking for here are 1) any other ways wingmen can cooperate which I might have missed and 2) a streamlined rule system that allows the characters to actually issue instructions to their wingmen, not simply receiving a +1D coordination bonus.


Sorry. ..
I jumped in and posted before reading.



One thing would be sensor checks. Each member of a wing could only have to use sensors for a 180 rather the a full 360.

I don't know if that would help with reduced target numbers or a bonus to check.
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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: Sat Jun 13, 2015 9:30 pm    Post subject: Reply with quote

Naaman wrote:
What sources are you using to come up with the maneuvers and tactics?

Mostly just stuff in the RAW, but stripping out a lot of the descriptive stuff in favor of a more results-based system.

Quote:
As for the tactics skill, I've always felt that it needed to feature more prominently in combat involving military personnel (or veterans thereof, such as Han Solo, etc).

I agree. While I don't feel it is really an accurate representation of the use of tactics in real life, the easiest way to represent it in-game is to use Tactics rolls to generate temporary bonuses for the soldiers / pilots / crew under your command. Since we ourselves aren't tactical masters of land, air and space combat, we can't duplicate the specifics in a meta-game setting. However, our characters can be these things, and the best way to represent that prowess is via dice bonuses.

Quote:
As for the benefits provided, Ive always felt that something other than a numerical bonus would be nice to see. A reroll a bonus action, etc..

The problem with a bonus action is that it is little different from a +1D bonus under the RAW. After all, you can perform as many actions in a round as you want, so long as you apply the appropriate MAPs. Adding a +1D bonus basically serves as a bonus (unpenalized) action, but can also serve to increase accuracy when it is the only action you are taking that round.
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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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PostPosted: Sat Jun 13, 2015 9:33 pm    Post subject: Reply with quote

Savar wrote:
One thing would be sensor checks. Each member of a wing could only have to use sensors for a 180 rather the a full 360.

I don't know if that would help with reduced target numbers or a bonus to check.

Uhm, I kinda already covered that, too.

This is the link to my Advanced Starfighter Combat concept, of which the rules for wingmen is a part. Somewhere in there, I covered rules for scanning in groups (it is, in essence, just a coordination bonus).
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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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Savar
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PostPosted: Sat Jun 13, 2015 11:09 pm    Post subject: Reply with quote

Okay after reading series of posts i don't see much to add.
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