cunningrat
Banded Mongoose
Disclaimer: I haven't run a starship combat yet, so I don't know how this will work in practice.
It may be that I am overthinking it, but it strikes me that not a lot of crew actually have a lot of choices to make in starship combat. Gunners: "I guess I'll shoot it". Damage Control/Medic: "I guess I'll twiddle my thumbs until we get hit". Sensors: "Get a sensor lock / break a sensor lock". The Pilot and Engineer are the only two making any decisions, and they're picking off a pretty short list too.
Meanwhile, I've got 7 Travellers to keep entertained, and generally like to give them each a shot at the limelight.
One change I am thinking of making (since I have 1 person skilled at Sensors and one person at Comms) is to say that *breaking* a sensor lock requires Comms rather than Sensors. Doesn't really affect the game that much and keeps one more person entertained.
Anyone have more actions that various crew can take? Any hints on how this works in your game? Am I completely overthinking it?
It may be that I am overthinking it, but it strikes me that not a lot of crew actually have a lot of choices to make in starship combat. Gunners: "I guess I'll shoot it". Damage Control/Medic: "I guess I'll twiddle my thumbs until we get hit". Sensors: "Get a sensor lock / break a sensor lock". The Pilot and Engineer are the only two making any decisions, and they're picking off a pretty short list too.
Meanwhile, I've got 7 Travellers to keep entertained, and generally like to give them each a shot at the limelight.
One change I am thinking of making (since I have 1 person skilled at Sensors and one person at Comms) is to say that *breaking* a sensor lock requires Comms rather than Sensors. Doesn't really affect the game that much and keeps one more person entertained.
Anyone have more actions that various crew can take? Any hints on how this works in your game? Am I completely overthinking it?