Infojunky said:
Why, do you need Clay Pigeons? Remember pretty much anything 40 tons and under can be K.O.ed by a 1d6 Ships laser. Hint a 10 dton boat is the size of a Large 40+ ft bus.
Yes, and fighters can be anywhere from that at MINIMUM, to 10 time the size. Which means, they are tough space ships. (and can easily take pulse and med pulse and so on) Logically, being made out of the same stuff as spaceships, the only difference is how much "chunk" they have.
I believe you are missing the point, In a lot of my games Small Craft and vehicle interact a lot. A lot of Interface and Orbital Transfer Vehicles and the like are effectively Vehicles in scale in my games, in that the largeness of even small "Smallcraft" can be a hindrance. Thus smooth functioning rules are nice.
I think you kind of missed the point. Smooth functioning rules is what we have now. Even if somehow, if in your campaign you seem to have trucks, bikes, cars, and tanks exchanging fire with ships boats and fighters... The current system is beyond smooth - it is seamless.
I'm sorry this argument doesn't hold water;
1. Spacecraft, even the Air/Raft can achieve Orbit. The Prospectors buggy is a Air/raft variant. The speeder Orbit capable, the rules have all the necessary parts to make small spacecraft other than the conversion from KPH to Acceleration (Note If I had a mass this wouldn't be an issue)
2. Ubiquitous mid level access to Grav Vehicles.
3. Ships Dock on planets, in fact most are pretty awkward on the ground and in the lift off and landing phases. i.e. become targets for smaller craft.
4. the reverse of 3....
So my argument for two-tier clear delineation doesn't hold water (terrestrial vs space)... because you can come up with 4-arbitrary definitions to denote differences? - come on info
Regardless of how you try to spin it, we have the following realities:
a) Space stuff (small, space and capital craft) in space uses thrust, uses computer software, evades, has ranges in thousands of kilometers, docks inside hangers, and is used in space battles
b) Vehicles, regardless of the oddities in your campaign, do not in anyway interact in ways like the above. Completely different speeds, ranges, weapons, and terms of usage (you don't have bikes and cards being launched in fleet engagements)
I think we can both agree Info, even if Smallcraft and Vehicles interact 1-5% of the time, Spacecraft and Smallcraft interact 99% of the time. Whether it is in civil, or a military manner.
I am not asking for a Universal system, I am asking for one conversion chart for Vehicles. Said Chart expands the whole Dogfight section without detracting from anything.
I asked for a seachange and am settling for a single chart....... A change that will expand utility of the rules accross the rules instead limiting options....
The current system has massive utility, seamless transitions, and needs NO conversion chart. At all.
Literally, the only step up to improve this system, would be to go to single system for any craft (from bicycle to tank to fighter to capital ship).
There are just no value statements for trying to move stuff around - there is no problem to address... It may be personal preference, but it will introduce more problems while not solving any existing one.
I'll re-iterate what I said earlier, Smallcraft, spend 99% of their time with spacecraft, rather than with terrestrial vehicles. Whether it is docking in hangars and bringing cargo to a starport, or in groups of 100+ as fighters. They carry the same weapons, use the same M-drives (and R-drives), and generally are much more aligned that way.