Star Wars Roleplay: Chaos

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Fleeting System 2015 V2

So I've updated and added and changed many things in this new version of the system.

Specifically I've added:
  • Extra damage for ion and heavy weapons.
  • Clarified long and close range damage.
  • Added attack craft combat.
  • Ramming.
  • Boarding actions.

Feedback is much appreciated.

This is the system I'll use in the upcoming Prakith battle.

Link here:
https://drive.google.com/file/d/0B5Tey3CbrgUWbUI1RFE3d3BDLXc/view?usp=sharing
 
[member="Valiens Nantaris"]

Do we want to add this into our test by any means or stay simple and see how it goes? Although, I am at least curious to try out distance and ions :)

Perhaps the frigates could have long-range weapons, and primarily ion?
 
[member="Valiens Nantaris"]

I feel like I've noticed this only now.. Feel free to respond and I'll make it so, since I missed my attack anyway on the rolls and treated it as weapon's malfunction.

As for comments, so far I feel like perhaps 'starship duels' need to be treated a bit differently as things might get pesky, but then again it could end up very different once attack craft and boarding actions get involved.
 
[member="Anja Aj'Rou"]
Pesky in what way?

The idea, as far as I can make it, is that equally matched ships will take a while to wear each other down, which is why concentrated fire and movement is key.

I hope I can make that happen.
 
[member="Valiens Nantaris"]

I agree with that and it makes sense. my worry is that people might get bored with prolonged shootouts. But as I said that'll be difficult to tell at this point, and (hopefully) most fleet engagements with people using this method will involve more ships to begin with.

It's just that I've actually made a similar system on a medieval RP community for naval battles, the difference there was that we had limited weapons to choose from but basically whenever it came down to ship vs ship it was just about chipping away, and people got bored, they wanted a deceive attack. Perhaps a ship could 'focus' on a particular vessel, and gain a modifier there? Like a 'duel' modifier. could be especially interesting for people doing fighter dogfights rather than just squadron actions too. Doing more damage to each other when in close quarters.
 
[member="Anja Aj'Rou"]
Yeah, I know what you mean, and I agree.

The issue is that if I ramp up the damage we'll be seeing battles ending with destroyers blowing up in 2 rounds and that's...not right.

This invasion I'm doing will be the real test I feel. It'll only be a one sided test of course since the OS aren't using it, but it will be helpful for me regardless.

What are your ideas for dogfighting?
 
[member="Valiens Nantaris"]

Personally, if people wanted to use this system for dogfighting, I'd think it should sort of be treated like it would their two characters battling it out. Which is why I think maybe it might just be best for 1v1 dogfights to be roleplayed normally, but if people wanted to use the system perhaps there was a +5 modifier to each attack rather than 0? Sort of like when two 'ace' pilots dance it out, PC's are the 'hero units' of the galaxy.
 

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