jedion357 July 9, 2011 - 9:24am | After having played battle fleet gothic once, I've come to the decision that combat should come down to 1-2 rolls per round per ship. In BRB a weapon has a number of dice and you consult a table whether shooting abeam, head on etc. And the number of dice get modified depending on the circumstance. Its very fast play and I suspect gets faster with experience. For KHs 2.0 I'd like to see simplified weapons ie batteries of lasers that you just total up the fire power for and roll that many dice to determine the number of hits.EDIT:that's BFG, DAMN U autocorrect I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
AZ_GAMER July 10, 2011 - 10:21am | On a fleet wide engagement this would be helpful. However, on a ship to ship engagement or small scale 1-5 ships choosing which weapons and defenses to use is both part of the fun and part of the strategy. I always thought SFKH ships were under armed, especially in the missile department, however when you see those armaments in the light of the damage they do and the turn structure they start to make more sense. I would be extremely cautious in using BFG as a model for spacecraft combat in SFKH, it has a lot good mechanics which work well for BFG but rob the SFKH of the individualized experience of play. Making a game faster is not always making it better |
Ascent July 21, 2011 - 6:47pm | Faster is definitely better for large-scale combat, because you potentially have more units to deal with. Abstracting group combat into simple mechanics is best. However, it should still stay somewhat familiar to the KH rules used. View my profile for a list of articles I have written, am writing, will write. "It's yo' mama!" —Wicket W. Warrick, Star Wars Ep. VI: Return of the Jedi "That guy's wise." —Logray, Star Wars Ep.VI: Return of the Jedi Do You Wanna Date My Avatar? - Felicia Day (The Guild) |