Ship Combat in Traveller5
I seek the impossible combat system. The fact that is is impossible doesn't stop me from seeking it.
Traveller's rules are primarily about choice and consistency, more or less depending on which part of the system you're working with. So should be combat.
Who Are You?
Three different creative agendas are: consistency; nuanced ships; a good story. With starship combat, I tend to go for nuance and story, usually that order of importance. Perhaps surprisingly, I am less about consistency, even though I insist that all must be consistent with Traveller. Maybe I have a problem defining my terms here.
In short, I am a good play-tester for space combat in some ways, but also an unsuitable play-tester for combat in other ways.
Relationship to Personal Combat
As much as possible, I desire Space Combat to use Personal Combat. If they resemble one another in their flow, then they will be easier to learn and use. Details will vary in expected ways.
Combat Order
Because it requires effort for me to understand combat, I typically desire simple rules with a clear flow, and prefer a lot of detail to be placed as SPECIAL CONSIDERATIONS in order that I may understand and refer to the GAME FLOW separate from the individual pieces.
A. SETUP
Fleet Tactics Mod. Like Tactics Mod in Personal Combat, there ought to be a Fleet Tactics Mod here.
Initiative. Like Initiative in Personal Combat, it helps to have a resolution for initiative when it's otherwise not clear.
B. THE COMBAT ROUND
This has phases similar to Personal Combat.
1. Decision Phase. A ship decides what to do - evade, close or open distance, emergency jump, land/launch, screen another ship, or even perhaps Take Cover, as within a sand cloud.
2. Attack. There are at least three types of attacks: Ranged Energy, Boarding (melee), Kinetic. Falling is probably the same as "Impact". "Reentry" might have a reference to Starship Ops.
3. Roll for Damage and Penetration. Multiple damage rolls are made in some cases. I suggest that the simple flow doesn't need Location. Special Considerations can hold the rules for Hit Locations.
4. Inflict Damage. The ship uses its QSP to note damage, just like a character's wounds are applied to its characteristics. In the simple flow, that's all that's used. In more complicated flows, the QSP is updated to characterize its actual damage.
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I seek the impossible combat system. The fact that is is impossible doesn't stop me from seeking it.
Traveller's rules are primarily about choice and consistency, more or less depending on which part of the system you're working with. So should be combat.
Who Are You?
Three different creative agendas are: consistency; nuanced ships; a good story. With starship combat, I tend to go for nuance and story, usually that order of importance. Perhaps surprisingly, I am less about consistency, even though I insist that all must be consistent with Traveller. Maybe I have a problem defining my terms here.
In short, I am a good play-tester for space combat in some ways, but also an unsuitable play-tester for combat in other ways.
Relationship to Personal Combat
As much as possible, I desire Space Combat to use Personal Combat. If they resemble one another in their flow, then they will be easier to learn and use. Details will vary in expected ways.
Combat Order
Because it requires effort for me to understand combat, I typically desire simple rules with a clear flow, and prefer a lot of detail to be placed as SPECIAL CONSIDERATIONS in order that I may understand and refer to the GAME FLOW separate from the individual pieces.
A. SETUP
Fleet Tactics Mod. Like Tactics Mod in Personal Combat, there ought to be a Fleet Tactics Mod here.
Initiative. Like Initiative in Personal Combat, it helps to have a resolution for initiative when it's otherwise not clear.
B. THE COMBAT ROUND
This has phases similar to Personal Combat.
1. Decision Phase. A ship decides what to do - evade, close or open distance, emergency jump, land/launch, screen another ship, or even perhaps Take Cover, as within a sand cloud.
2. Attack. There are at least three types of attacks: Ranged Energy, Boarding (melee), Kinetic. Falling is probably the same as "Impact". "Reentry" might have a reference to Starship Ops.
3. Roll for Damage and Penetration. Multiple damage rolls are made in some cases. I suggest that the simple flow doesn't need Location. Special Considerations can hold the rules for Hit Locations.
4. Inflict Damage. The ship uses its QSP to note damage, just like a character's wounds are applied to its characteristics. In the simple flow, that's all that's used. In more complicated flows, the QSP is updated to characterize its actual damage.
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