Along those lines of Star Trek ships dogfighting - it's critical that there be separate Shields. (I'd do them by firing arc rather than hexside.) Otherwise, maneuver is much less relevant.
As written, Screens are too flexible.
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Along those lines of Star Trek ships dogfighting - it's critical that there be separate Shields. (I'd do them by firing arc rather than hexside.) Otherwise, maneuver is much less relevant.
As written, Screens are too flexible.
maybe I'm missing something about the fighter complaint.
Balance and "feel" are two completely different things. Right now, fighters have been abstracted to the point where they don't act like the fighters in any book, movie, or tv show I've seen.
I prefer games without fighters (and I prefer sequential movement), but if I used them, I'd add an Anti-Fighter (x3) weapons attribute that enables weapons to fire on Fighters before they attack. That would encourage small dedicated anti-fighter batteries - even dedicated anti-fighter escort ships. If you want fighters to be more powerful to compensate then give them an Ignores Shields attribute.
I'd also allow friendly Fighters designated as CAP a reaction movement to attack enemy Fighters as they move. (Of course to do that the right way, you'd need to add fighter combat rounds to replace the Pinning rule.)
But including Fighters (in any meaningful way) radically changes the game, so you'd have to rebalance costs (if that was important to you).
Phasers with a longer range than Photon Torpedoes?
I'm not a SFB player, but that's not how they were portrayed in the series. They were only fired at what was apparently "long" range and in spreads - giving the impression that they were powerful,but slow and relatively inaccurate (like their namesakes). And they were never(?) used simultaneously with phasers - which you could argue was for energy management concerns.
Once the infighting began it was always Phasers. And Phasers were never mentioned as being used at "long" range, In fact that's what differentiates Star Trek from B5 - the emphasis on ship-to-ship dogfights at relatively short ranges rather than battlelines slugging it out at long ranges.
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