Not jump in as in 'jump from hyper space'... as in move suddenly without a chance for reaction. How does the Omega catch a number of Vorchans off guard, or whitestars, given they are supposedly the much more maneuverable. With move and fire as one action, you essentially remove all ability of formation to protect elements of the fleet. Our current system has some of the same issues, but at least allows some reaction with fire choices.
On the turn idea.... it is not an 'extra turn', it is a reserved turn. As in I reserve my 1/45 on the Omega until after movement, at which point it can only be used to line my boresight up on the ship I targeted before movement began. Hardly an advantage, or much of a change in the rules. As to getting a ship in the side arc, given I gave up my SA to do this, and potentially not get to target anything if my target gets beyond my boresight even with the turn, I don't see that as an issue.
The thing that the 1/2 AD changes in a massive way is the maneuver of the ships that have boresight. You would have to rebalance many fleets as part of the balance is that they cannot effectively shoot ships twice due to having to move directly towards them. Under this idea I can now operate at the edges of my F arc and greatly increase the ability to redirect firepower to different targets depending on how my dice fall on the first ship lined up on the target. This is a huge change in tactical realities of ships like the drazi, well anything, and Ka'Toc while only a minor issue in most cases for things like the Omega.
The PL system works fine as long as the 'value' of the ship as an activation is part of its price. The current splits seem to only value the damage/firepower and not take into account that the number of activations per point spent is a big deal. The old breakdowns did a better job.
Ripple
Ripple
On the turn idea.... it is not an 'extra turn', it is a reserved turn. As in I reserve my 1/45 on the Omega until after movement, at which point it can only be used to line my boresight up on the ship I targeted before movement began. Hardly an advantage, or much of a change in the rules. As to getting a ship in the side arc, given I gave up my SA to do this, and potentially not get to target anything if my target gets beyond my boresight even with the turn, I don't see that as an issue.
The thing that the 1/2 AD changes in a massive way is the maneuver of the ships that have boresight. You would have to rebalance many fleets as part of the balance is that they cannot effectively shoot ships twice due to having to move directly towards them. Under this idea I can now operate at the edges of my F arc and greatly increase the ability to redirect firepower to different targets depending on how my dice fall on the first ship lined up on the target. This is a huge change in tactical realities of ships like the drazi, well anything, and Ka'Toc while only a minor issue in most cases for things like the Omega.
The PL system works fine as long as the 'value' of the ship as an activation is part of its price. The current splits seem to only value the damage/firepower and not take into account that the number of activations per point spent is a big deal. The old breakdowns did a better job.
Ripple
Ripple