Originally posted by WJP:
</font><blockquote>quote:</font><hr />We wouldn't be complicating CT much, though, with a rule like this -- mainly because this rule would only take effect when two ships are within the same hex (within 10,000 km).
So, it would only occur in Plankover's "playing possum" scenario above, or when a ship is on the ground (as in your thoughts).
You will hardly ever have two ships in the same hex in starship combat unless they are docking. So, it should (hardly) ever become an issue.
All the more reason I think to keep it simple, and have it a simple table that gets used all the time. If it's a special rule for a rare case no one will know it and when it comes up there'll be much book/note scouring to apply a different rule. Maybe it's just me
If it were me I'd stick to the single attack roll but add modifiers for range, similar to the personal combat tables by range.
I thought about doing this as well, as I mentioned in a previous post. But, say a ship has only one pulse laser aboard. Shouldn't it be able to blow the heck out of a near target as well? One attack, even with a DM, will be the same as if the ship were 100,000 km away (except it will probably hit because of the DM).[/QB]</font>[/QUOTE]It's an abstraction for sure. The higher probability (almost certainty close range) represents the multiple hits. And not every hit scores for serious damage. Glancing shots, through shots into areas already destroyed, and such. So there's more hot laser slicing into the ship but it doesn't always do much more damage.
Let's say the PC ship has it's M-Drive knocked out. But, the single pulse laser is fine. The enemy matches vectors to dock.
The PC ship gets only one attack as the enemy ship matches vectors into the same hex before the enemy extends it's unbilical and starts boarding procedures?
Does that seem right?
Or, should the PC ship get several more attacks at the enemy as it attempts to dock?
I'm leaning towards the latter, but a good argument might slap me back into the "official-one-attack" way of thinking.
Thoughts?
A ship dead in space with a single functional weapon would be lucky to get off one shot
![Wink ;) ;)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png)
If I'm closing on a lame bird I'm not going to be coming in right at the turret that's tracking me
If I have the choice I'll put your own hull between me and that lone functional pulse laser
Now then, my own question which hit me as soon as I started reading and didn't see addressed, how does this affect missiles?
Haven't got there yet. We're just brainstorming in this thread. It's a work in progress.[/QB][/QUOTE]
Granted, just wanted to bring it up, add it to the discussion. It should all be realted and consistant.
I've always felt the slow rate of fire was to either allow the launcher to cool and clear before the next one was sent off or because the gunner was doing active guidance all the way to target.
If we're going to say that, then we can also say that lasers require a certain amount of time to recycle and recharge - which is why they can only be fired once in 15 minutes... [/QB][/QUOTE]
Fair point, if we take my cool and clear argument for missile rof. Maybe that's a good argument for terminal guidance by the gunner being the reason a single volley is fired at a time instead.