Quote:
Originally Posted by soltakss
I've always wanted to treat Starship Combat very simply.
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I'd treat Starship combat the same as normal combat.
Starships have locations, AP and HP. They have weapons that do damage. They have forcefields that absorb damage.
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But, when it comes down to it, you have someone with 60% Pilot Starship, someone with 55% Starship Blaster, a Blaster doing 1D10 damage and a Starship with 6 point Hull and 10 HP in every location. The opponent can't dodge a Blaster but can dodge a Quantum Torpedo using his Pilot Starship. Some Starships might have modifiers, one might be Manouverable and give +20% to Pilot Starship for dodges, another might be Tough and have extra APs, another might have resealable skin or whatever.
Anything a lot more complicated than that is going way too far, in my opinion.
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I know most gamers like to have specialized systems for doing this kind of things, but - more or less - that's how I was planning doing it. Call it parallel thinking.
I'd probably steal some critical hit tables from other games, but that's about it.