Snubfighter solo playtest pics.

Snubfighter solo playtest pics. I wanted to test the shields and repair abilities, but added asteroids for fun. I also inadvertently ended up testing a bunch of edge cases that came up. Missiles in a turret? How does cover from asteroids work? What if someone doesn't want to go around the asteroid, can they fly through that hex?

Called the game after four rounds because Mrs. G needed the table back. The Resistance got some lucky rolls and had three kills, but many damaged ships.






Comments

  1. Forgive my inexperience with games like this, but how is the "3D" aspect of space handled, where fighters in space can go in any direction; "up", "down", etc?

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  2. It's implied, but not visually represented. Like if you turn your ship around, maybe you did a loop. There are games that take the 3d aspect very seriously, but they are not fast playing games.

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  3. If you know Casey G. at all, you know he wants a game that plays fast and waves hands at too much complexity. He appreciates the elegance of simplifying things down to fewer dice rolls. I would imagine the 3rd dimension for a game like this would definitely fall into place in favor of spending some complexity on something else like the feel of the old X-wing vs TIE fighter video games. (Divert energy from engines to shields!)

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  4. Barry Lovseth, that's one of the things I was testing. I had it so that instead of attacking you could recharge your shield, but in practice, you always want to take the shot. Sacrificing an action to recharge shields or repair a system was too much of a cost. So for now I’ve got shields recharging and repairs having a chance to happen every round (5-6 on a d6) between shooting and missile fire.

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  5. Sounds to me like you need to look at the action economy of 4E D&D and see how that stacks up. You need to have a minor action that you can't normally do a full attack with so its quick and easy to select the action. On top of what we were thinking about which is to do a repair and/or recharge shields trade decision you could have some alternate actions that let you do more extreme maneuvers if you are limiting facing and then allow them to bend the limits with this minor action as well making that division of the pilot's attention useful when you are full on shields and repairs. I like the idea of the roll a 5-6 to recharge. It looks like the 4E D&D monster power recharge.

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  6. You give me an idea. I'll have to try it.

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  7. Before I forget, are you gaming facing and inertia at all in this? In an earlier post I got the feeling you were but didn't have time to read it fully. It made me think of Spelljammer tactics which were always a little complicated for what it was worth.

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  8. Facing yes, inertia, no. X-Wing (video game) style non-newtonian physics. The way I’m simulating momentum is the first movement point must be expended to move forward one hex.

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  9. The minor action sounds like X-wing - every round you move, you then get an action and then you can attack. The shields would be a action, that you would do instead of something else (like establishing missile lock, or evading or something).

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