Morning folks,
I'm implementing a significant change to ship combat in my game. As you may have noticed from my earlier threads, the following issue (at least what my group considers an issue) has been highlighted:
(a) Regardless of whether you are a fan of Star Wars, Star Trek, Babylon 5 etc.. You generally want player skills/capabilities to influence combat evenly. Which means, crew skill should affect trying to hit your target, and BE HIT by your enemies.
(b) Currently, Gunnery + Characteristic figure very heavily in being able to hit your target. Piloting skill is NEAR irrelevant.
(c) This results in average gunners (+1 Characteristic DM and Gunner 2 for example) having a trivial time in hitting targets, especially when considering Fire Control software.
Therefore, we've decided to significantly increase defensive modifiers for space combat. Now I need your help ladies and gents in vetting my idea to see if I may be creating a monster of a problem this way. Here are options:
Solution 1 - Dodging applies to all attacks and scales linearly by thrust spent:
(i) The Dodge reaction is now applied to all incoming attacks (-2 DM)
(ii) Allow multiple dodge reactions (technically - I dont think there is anything stopping this by RAW). This also better simulates craft with more thrust being more nimble then craft with less thrust. So while you only get to dodge once - you get to decide how much thrust to put into your "dodge" for that turn (1 thrust = -2, 2 thrust = -4, etc)
(iii) Possibly limit your total dodge modifier to not exceed your Piloting + Characteristic DM (This I added to avoid the scenario being driven into the other extreme where it becomes difficult/hard to hit anything)
Solution 2 - dodging affects 1 attack with a magnitude equal to how good(pilot) you are:
(i) Maintain that one dodge affects only one attack (clarify this to maybe mean 1 bay or 1 turret)
(ii) Change the dodge from a -2 to a value equal to Piloting+Characteristic DM
(iii) You would need multiple reaction/1 thrust expenditures for each attack you wish to dodge
Solution 3 - dodging applies to all attacks with a thrust cost dependant on how good (pilot) you are:
(i) The Dodge reaction is now applied to all incoming attacks
(ii) Change the dodge reaction from a -2 DM to a -DM equal to piloting + characteristic
(ii) Change thrust cost to be equal to 1/2 the -DM, round up. (e.g. Piloting+Dex = 3? -3 DM to be hit, 2 thrust. Piloting+dex = 4? -4 DM to be hit, 2 thrust).
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In addition - We will probably be limiting fire-control with a very minor change. That is the max assitance bonus it can give is a +3 to any one single attack.
I'm looking forward to your comments and/or alternative solutions. Thanks!
Please not that the intent is to even up the affect of skill in space-combat defence (similar to classic CT) - and that overall, the positive DMs can still be greater than the negative ones.
I'm implementing a significant change to ship combat in my game. As you may have noticed from my earlier threads, the following issue (at least what my group considers an issue) has been highlighted:
(a) Regardless of whether you are a fan of Star Wars, Star Trek, Babylon 5 etc.. You generally want player skills/capabilities to influence combat evenly. Which means, crew skill should affect trying to hit your target, and BE HIT by your enemies.
(b) Currently, Gunnery + Characteristic figure very heavily in being able to hit your target. Piloting skill is NEAR irrelevant.
(c) This results in average gunners (+1 Characteristic DM and Gunner 2 for example) having a trivial time in hitting targets, especially when considering Fire Control software.
Therefore, we've decided to significantly increase defensive modifiers for space combat. Now I need your help ladies and gents in vetting my idea to see if I may be creating a monster of a problem this way. Here are options:
Solution 1 - Dodging applies to all attacks and scales linearly by thrust spent:
(i) The Dodge reaction is now applied to all incoming attacks (-2 DM)
(ii) Allow multiple dodge reactions (technically - I dont think there is anything stopping this by RAW). This also better simulates craft with more thrust being more nimble then craft with less thrust. So while you only get to dodge once - you get to decide how much thrust to put into your "dodge" for that turn (1 thrust = -2, 2 thrust = -4, etc)
(iii) Possibly limit your total dodge modifier to not exceed your Piloting + Characteristic DM (This I added to avoid the scenario being driven into the other extreme where it becomes difficult/hard to hit anything)
Solution 2 - dodging affects 1 attack with a magnitude equal to how good(pilot) you are:
(i) Maintain that one dodge affects only one attack (clarify this to maybe mean 1 bay or 1 turret)
(ii) Change the dodge from a -2 to a value equal to Piloting+Characteristic DM
(iii) You would need multiple reaction/1 thrust expenditures for each attack you wish to dodge
Solution 3 - dodging applies to all attacks with a thrust cost dependant on how good (pilot) you are:
(i) The Dodge reaction is now applied to all incoming attacks
(ii) Change the dodge reaction from a -2 DM to a -DM equal to piloting + characteristic
(ii) Change thrust cost to be equal to 1/2 the -DM, round up. (e.g. Piloting+Dex = 3? -3 DM to be hit, 2 thrust. Piloting+dex = 4? -4 DM to be hit, 2 thrust).
---------------
In addition - We will probably be limiting fire-control with a very minor change. That is the max assitance bonus it can give is a +3 to any one single attack.
I'm looking forward to your comments and/or alternative solutions. Thanks!
Please not that the intent is to even up the affect of skill in space-combat defence (similar to classic CT) - and that overall, the positive DMs can still be greater than the negative ones.