Garage
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Spaceships & Speed

Fri 28 Apr 2017, 15:08

In the rules it shows each shim to have a speed, what is it for?
Because in Space combat it says you can move one section for every success by the pilot.....

thanks

G
 
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JohnK
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Re: Spaceships & Speed

Fri 28 Apr 2017, 18:14

In the rules it shows each shim to have a speed, what is it for?
Because in Space combat it says you can move one section for every success by the pilot.....

thanks

G
Hullo, Garage,
The Speed value of ships is usually used to calculate the duration of in-system trips and the like.  The Astronomical Units (AUs) of the trip are divided by the Speed of the ship to get the time in days that the journey will take.
Hope that helps. :)
...As for the border, the border is wherever the fleet sits at the moment. (Downbelow Station by C.J. Cherryh)

JohnK
e-mail: johnk100@sympatico.ca
blog: http://jkahane.livejournal.com
 
Garage
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Re: Spaceships & Speed

Sat 29 Apr 2017, 06:08

It does and thanks.

My group and i have decided to change space combat to using Hexes, Yes i know thats not what Coriolis was supposed to be, but we all felt mildly unsatisfied after a trial fight. Speed will now be the base speed of the ship in combat as well.
 
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JohnK
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Re: Spaceships & Speed

Sat 29 Apr 2017, 18:04

It does and thanks.

My group and i have decided to change space combat to using Hexes, Yes i know thats not what Coriolis was supposed to be, but we all felt mildly unsatisfied after a trial fight. Speed will now be the base speed of the ship in combat as well.
Hullo, Garage,
I can understand making that change, given how the spaceship combat material is set up and meant to be used in the game.  Hexes would work very well for this purpose, and Speed would make sense as being used for the base speed of the ship in combat.  I would even allow a Pilot Skill roll to increase or reduce Speed of the ship, though I've experimented having this require 2 successes.  After all, one is in stressful ship-to-ship combat when having to do this. :)
Please let me know how the variant on space combat you're working with turns out.  Thanks. :)
...As for the border, the border is wherever the fleet sits at the moment. (Downbelow Station by C.J. Cherryh)

JohnK
e-mail: johnk100@sympatico.ca
blog: http://jkahane.livejournal.com
 
Garage
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Re: Spaceships & Speed

Sun 30 Apr 2017, 19:25

This is what we have come up with so far

CHANGES TO SHIP COMBAT RULES WITH THE ADDITION OF HEXES

Speed and Movement

The speed of a ship will also be used for movement much like Battletech (the rules say its supposed to be for calculating travel time between destinations).


The ship may move a number of hexes equal to their speed with a successful piloting roll, additional hexes result in additional movement.

During this this movement they may change their facing one time for free. Additional changes to their facing cost 1 MP.

e.g. Speed=5  piloting roll = 3 successes, this means the ship may move 5 hexes plus an additional 2 for the bonus successes.

During the above movement the pilot moves forward 3 hexes, and changes direction once, before moving forward 2 more. That's a total of 5 MP the last 2 MP she uses to change her facing 2 hexes. 



Ranges
ranges are now doubled for weapons as well as the speed of a torpedo. they are now the following:


Extreme = 16
Long = 8
Medium = 4
Short = 2

Torpedo speed = 4 hexes per turnWeapons

As noted above their ranges have changed, in addition to this the inclusion of weapon positioning and arcs of fire shall be added (like Battletech).The weapons on the ship must be noted as to having the location of either - Front, Left ,Right, Back.

This means a weapon can only fire at an enemy if it is within range and in the arc of fire.
 
Lego
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Re: Spaceships & Speed

Mon 01 May 2017, 02:09

I am pro to any system that becomes more like Battletech :)
 
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Sensei
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Re: Spaceships & Speed

Mon 01 May 2017, 02:45

Ah, Battletech. Remember heat sinks? Firing all your weapons until your pilot almost died from heat exhaustion, and you had to crawl into a deep lake for a round or two to keep from going critical? Good times, man, good times.  8-)

I've always had a fondness for the Full Thrust rules. I love their ship design system, and their tabletop combat seemed elegant. If I ever tweaked my Coriolis space combat to a hex-based game, I might try to convert the play over to Thrust.  Good luck with your conversion, Garage.
 
Garage
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Re: Spaceships & Speed

Mon 01 May 2017, 07:44

Thanks Guys

We had a go with the new rules last week and it was a lot more satisfying (Sorry Fria Ligan). The doubling of the weapon ranges was decided because 2 hex range wasnt really anywhere now.
 
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Tomas
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Re: Spaceships & Speed

Mon 01 May 2017, 15:24

Thanks Guys

We had a go with the new rules last week and it was a lot more satisfying (Sorry Fria Ligan). The doubling of the weapon ranges was decided because 2 hex range wasnt really anywhere now.
Hi! We certainly don't have anything against houserules! The original system was set up to be fairly lightweight when it comes to ship movement (we did try out a 2D grid system at first but decided against it in the end), but there is certainly ample room for houserules for groups who want a more detailed system. :)
Fria Ligan
 
Garage
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Re: Spaceships & Speed

Tue 02 May 2017, 14:04

Thanks Tomas for the reply
So moving on with our houserule game, what are peoples thoughts on Torpedo's when fired in an asteroid belt? Would they follow the ships path or would they fly straight and true, taking the shortest route to the target ship..... even if it impacts an asteroid..
Also would the Lock stay on the target if the ship was in sensor range but not "visible" due to asteroids being in the way?

thanks for your time
 Gary 
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