Olaraja

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OrochiFuror wrote:

As much as I enjoy Void War (FTL like game)), I'm not sure how that would translate to SF2. In that you just need someone at each station and time your recharging weapons to all salvo at the same time. Otherwise board the enemy ship with teleportation, via tech or magic, or shoot your troops in a boarding drill. The latter option just turns it into a standard adventure, while the former I kinda struggle to see how that gets over the problems mentioned here.

Having roles on a ship that mirror what your class normally does feels like the easiest way to make it work so everyone has something to do regardless of build.
Adding a separate starship section to each class that gives them solid starting space could work, while trying to make a modular system that can fit every build and party comp sounds like a really high bar.

I hope it doesn't become some sort of draw a random hazard type of system because using skills to overcome hazards is rarely fun in my experience.

I think it could be interesting, actually. Not sure about Void War but in FTL depending on your luck, you are constantly juggling people between different roles by necessity, and the unique aspects of different species (in our case, not sure what they could do without skill feats or general feats here) really make a big difference in the decision-making. With 2e's degrees of success, could make for an interesting play space. I think the real constraining factor in making all of this work is tracking time.

Agree that hazards aren't always interesting, and I do think (taking the FTL line to the most serious conclusion I can) it would work. My sort of imagined tactical system here using-FTL as a base would mean a lot of people moving around the ship to solve skill challenges, and having to settle for certain debuffs/effects when prioritizing threats. Enemies boarded? Have to stop optimizing computers for the gunner, run through the corridors to fight off the invaders, or they start breaking stuff. Ship got hit? Systems take damage, hull takes damage, and now the mystic is in the best position to repair before we drink vacuum. Would be especially interesting if starship encounter design actually used terrain that needed maneuvering around other than asteroids (starsector, another game, has interesting "space terrain" that affects various aspects both in battle and travel in less of an "all or nothing" way than FTL), and had weapons that could target enemy systems to cause various conditions.

Would open an especially interesting role for casters, as they would at times need to swap between threats, ship maintenance activities and so on.


Nitrobrude wrote:
Not sure if errata territory, but Vehicle rules in GM Core are absolute nonsense. Changing how heading works or allowing certain vehicles to bypass the "can only go forward" rule would go a long way.

Yeah I can see future vehicles having some sort of trait to work around this, if not just errata'ing GM Core's vehicle rule.