baggageboy wrote:
Barrel roll doesn't bother me, as it's a full 360 and you are doing your gunnery and hits mid spin, timelines are a bit fuzzy in space combat with most of actions actually happening simultaneously. Overall I think the DC updates were good, but I think should values or at the divert action needs an update. Its just too easy to become basically invulnerable.
One thing I'm doing with the campaign I'm running is giving the PCs two ships instead of 1, and lowering the twits for both. This means they will be squishier. If will also mean they need to have a very balanced team, but it also means they can hit DCs easier as the ship tiers are lower. So they get to feel like bosses by pulling sweet stunts, but never get to be too cocky when 2 solid hits could disable one of their ships.
While I GM, I'll more often have the PCs outnumbered (probably 3 or 4 to the PCs one ship) by fast, smaller ships (like fighters or interceptors, maybe 3 tiers lower) using some limited fire weapons (like linked tactical nuclear missiles), and a noticeably larger ship with some direct fire weapons (probably one tier lower than the PCs).
The players won't be able to always redirect power to the same shield arc, and once the enemy fighters are out of missiles, I can probably call the fight, and it's time to roleplay between ship captains.