| Solaredge |
Agreed on the starship combat. I've tried a couple systems before but having the whole group running the different parts of the ship and making everyones turn meaningful to the ships performance is really awesome.
I like how it showcases the abilities of some of the "non combat" classes too. I have a player who was disappointed by the engineers abilities in normal combat ("why cant I change the energy type of a gun as an action?"). Then he manages to save the entire ship from exploding with some key repairs and all issue went out the window ;)
As for early starship combat it feels like they didn't want ships just one shotting each other since it would be really easy to TPK. Also comparing the HP and shield levels of different ships it looks like the SFS Drake is heavily skewed towards survivability and outlasting the enemy vs the SFS Pegasus being a little more maneuverable and able to bring a bit more focus fire. Neither are appearing to be a "fighter". So it would make sense that the engineer on both ships would be able to keep the shields up.
Also don't forget that players can change roles between rounds, and none of the roles are required... if you thing your pilot can get you lined up for a great shot even your captain can take a gunner slot for a turn. It all just has to be declared at the beginning of the round.