Okay, guys...
Rule 1: Fighters and other ships may form squadrons to create batteries. I almost want to require some sort of roll for this (sorta like the repair rolls)-- allowing this stuff to go ad-hoc is unfair to ships that are limited to whatever battery arrangements they are constructed with.
Rule 2: Armor limits on small ships/boats. Let's go all out with the hard core surface area rules.
Rule 3: More weapon options-- in the tradition of The OZ.
Rule 4: An actual scenario for TCS tournaments with an operational component-- in order to address sensor rules (for Hal and co), gas giant refueling, etc.
Rule 5: One more range band: Long... Short... and then Suicide range? If you are at short range and want to move it to Suicide... you can. There are additional bonuses to to-hit rolls maybe... and all weapons get to fire twice...? [I want something that can speed up the games and make them a little more violent.] Certain weapons get DM shifts on their damage rolls, too. [This one is my idea... and probably the worst one on the list.]
Can all of this be synthesized into something that people will actually play...? Is #1 so necessary if we are really nice to fighters in the operational stage with #4? Can we start thinking about all of the house rules at one time... and fit them together into a well-designed game...?
Rule 1: Fighters and other ships may form squadrons to create batteries. I almost want to require some sort of roll for this (sorta like the repair rolls)-- allowing this stuff to go ad-hoc is unfair to ships that are limited to whatever battery arrangements they are constructed with.
Rule 2: Armor limits on small ships/boats. Let's go all out with the hard core surface area rules.
Rule 3: More weapon options-- in the tradition of The OZ.
Rule 4: An actual scenario for TCS tournaments with an operational component-- in order to address sensor rules (for Hal and co), gas giant refueling, etc.
Rule 5: One more range band: Long... Short... and then Suicide range? If you are at short range and want to move it to Suicide... you can. There are additional bonuses to to-hit rolls maybe... and all weapons get to fire twice...? [I want something that can speed up the games and make them a little more violent.] Certain weapons get DM shifts on their damage rolls, too. [This one is my idea... and probably the worst one on the list.]
Can all of this be synthesized into something that people will actually play...? Is #1 so necessary if we are really nice to fighters in the operational stage with #4? Can we start thinking about all of the house rules at one time... and fit them together into a well-designed game...?
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