TrueCentauri
Mongoose
Wulf Corbett said:One of the main reasons for this is that events which prevent SA do NOT prevent Scouts from operating. Sililarly, launching fighters does not require a SA, but cannot be done if some SA is being done. They are different, they obey different rules.TrueCentauri said:The Scout capabilities are also allmost a special action. Why not make it a special action??
Wulf
Wulf,
I understand your reasoning, but if the flights hadn't been deployed before battle, It would also prone to be an oopsie too. And there are people here saying that launching fighters should not block a special action.
If no SA means that the crew is too busy to cope with the damage, why are they able to do scouting which requires a CQ?
For skindancing it is even stranger that it isn't a special action. I guess it takes a lot of attention of the crew to prevent crashing into the enemy ship. Why not declare it before movement? And if the crew is too busy coping with damage, skindancing seems not a mere possibility.
I understand that you don't want the scout trait to be neutralized quickly, and that can have valid balancing reasons. I also noted that you don't like adding complexity if it doesn't add fun, which I agree on. But in this case, the comms disruptor, gravitic shifter and ionic bust e-mines use different game mechanics solutions for what are comparable situations.
TrueCentauri