But the best thing is to make it both accurate and fun.
And its possible with a little effort. When I'm playing a game and a rule contradict good sense I don't care if the universe is a fantasy one or a simulation of reality, I just have to change the rule, or if the rule is an integral part of the game engine, I let go the game in a whole. Example:
The Game of Hammering the War Fantasy: You charge, so you strike first. You charge against spears and you strike first. Very unrealistic, even for a fantasy game. I let it go.
So if you have a game where a fighter is as easy to shoot as a blue whale and the other is as difficult to shoot as a fly...
A good system is simple without being simplistic. Where did I hear this?
How would I diferenciate classes? In dexterity. I would make it simple:
Thrust per turn at different speeds, half round up to make a slip, double to make a loop:
Fighters - Light Medium Heavy Assault Corvette
Speed
1-3----------1--------1-------2--------2---------3
4-6----------1--------2-------2--------3---------3
7-9----------2--------2-------3--------3---------4
10-12-------2--------3-------3--------4---------4
13-15-------3--------3-------4--------4---------5
16-18-------3--------4-------4--------5---------5
19-21-------4--------4-------5--------5---------6
22-24-------4--------5-------5--------6---------6
25-27-------5--------5-------6--------6---------7
28-30-------5--------6-------6--------7---------7
Thust wold be used to turn, make side slips and loops and to speed up and speed down. If a ship didn't speed up or down it would keep the same speed. The amount of thrust a ships gets is decided by the type of engine and the mass of the ship.
How easy or hard is it to hit a ship? I don't know, it depends on the system you want to use. I'd use a D10 system.
6+ to hit modified by:
Aspect of target ships (tailing, aproaching, diagonal)
ECM suit (weak(+1), medium(+2), strong(+3))
Speed (zero(-3), 1-5(-2), 6-10(-1), 11-15(+1), 16-20(+2), 21+ (+3)
Distance (point blank (-2), short (-1), Medium (0), Long (+1), very Long (+2)
Blackronin wrote:Order of movement determined by a die roll (d12) at thet start of a
turn, then add in the pilot skill mod:
Amateur -3 Green -2 Rookie -1
Veteran +1 Ace +2 Crack +3
I like these.
Damage: Fast and furious. If you can hit - you can damage. If you are able to put your fighter in a good position and you hit, it's very frustrating and "not funny" not to be able to deliver damage. Even if it is a little amount of it.
And I like the system degrating style of damage, salted with the occasional catastrophic damage.
Once again, just ideas.