"Adventuring Party" Starships


General Discussion

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KingOfAnything wrote:

From the very early playtests, the science officer was a surprisingly effective participant. Identifying enemy status/weaknesses/abilities is important for keeping your allies alive and dealing maximum damage.

Gameplay may have changed since then.

I don't think an all-fighter party fleet makes sense, but I'd be very interested to see a carrier-class adventuring ship that relies on smaller vessels for damage.

I wish i had seen those... did the PC ship really have the abilty to change their weapon choices to match weaknesses? i had been picturing it as "gunner rolls an attack and then damage if it hits." did they have multiple weapons they could fire or have to choose between?

Cowboy Bebop would be great. I could also get down with a Scout Carrier on a mercenary contract.

Sovereign Court

Pathfinder Starfinder Society Subscriber

The preview videos on Facebook are less involved than the playtest, but still demonstrate the choices of weapons and basic gameplay. Missile weapons vs lasers, different firing arcs, etc.

It's also useful to know if an enemy has front-loaded their shields and left their aft vulnerable. Or have especially dangerous broadside weapons.


Fighters are cannon fodder. That's why the ones we have heard about are crewed by undead or goblins.


Fardragon wrote:
Fighters are cannon fodder. That's why the ones we have heard about are crewed by undead or goblins.

Or Vesk or Kasatha since they also seem to manufacture and use them in the setting. And the Pact World Navy have that yellow one that looks like a modified YF-23... and wasnt there a Shirren one too? So since we have now established that every known major power has at least one fighter it still fields, we could maybe guess they arent just cannon fodder?


Individual fighter ships are too well established a trope of TV and movie sci-fi for Starfinder to make that option worthless.


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Will this be the new "fighters suck"?


Fighters cant have nice things!

Scarab Sages

I'm sick of these freighter / fighter disparity threads.


Quadratic freighters?


The vesk fighter is a two man craft, which is a lot more viable, since you can have one person to fly the ship and somone else to fire the guns or deal with incoming damage.

Necrogiders don't need shields, damage control or evasive manoeuvres.


Fardragon wrote:

The vesk fighter is a two man craft, which is a lot more viable, since you can have one person to fly the ship and somone else to fire the guns or deal with incoming damage.

Necrogiders don't need shields, damage control or evasive manoeuvres.

That... that doesnt really seem to be here or there on the whole concept of fighters being relevant or not, a ship shouldnt need every role to function. In organized play you could end up with nothing but pilots or gunners in the group and need to be able to handle that without rewritting every space segment of an AP.

Scarab Sages

The kasathan Idaran Voidrunner is clearly a one-man fighter with no drift drive. It's got 20 hp 15 AC and 14 target lock, and has perfect maneuverability. It can literally fly circles around larger ships. Yes it's not as sturdy as a larger ship, but that maneuverability should count for something, especially if you have its carrier in the fight as well.

Sovereign Court

Pathfinder Starfinder Society Subscriber

@Torbyne

That just means that of the four pilots going on the mission, a few will need to fill the other roles on a ship. For Organized Play, it will be smart to have a secondary role you are ready to fill, be it engineering, gunnery, or science.

Scarab Sages

Fardragon wrote:


Necrogiders don't need shields, damage control or evasive manoeuvres.

They would need all of those things, in order to avoid destruction. What they don't need is life support or provisions.

Scarab Sages

Although speaking of eoxians, I'm thinking that while they have ships some of thier greatest weapons in space might not be weapons at all. Build some fast transports fly right next to an enemy ship and let a group of shadows phase through the hull and attack crew directly.


KingOfAnything wrote:

@Torbyne

That just means that of the four pilots going on the mission, a few will need to fill the other roles on a ship. For Organized Play, it will be smart to have a secondary role you are ready to fill, be it engineering, gunnery, or science.

That still doesn't guarantee that every role will be filled or filled by someone who is competent at it. likewise, what do you do when you are running a small party?

Sovereign Court

Pathfinder Starfinder Society Subscriber
Torbyne wrote:
KingOfAnything wrote:

@Torbyne

That just means that of the four pilots going on the mission, a few will need to fill the other roles on a ship. For Organized Play, it will be smart to have a secondary role you are ready to fill, be it engineering, gunnery, or science.

That still doesn't guarantee that every role will be filled or filled by someone who is competent at it. likewise, what do you do when you are running a small party?

There are never guarantees, but being good at two things means it is much more likely to have an even spread. For things the party can't cover, there is the ship AI.


Imbicatus wrote:
Fardragon wrote:


Necrogiders don't need shields, damage control or evasive manoeuvres.

They would need all of those things, in order to avoid destruction. What they don't need is life support or provisions.

They don't need to avoid destruction. Getting destroyed is what they are for. The in-game logic is that if the necrogliders are being shot at then the carrier isn't.

But the true purpose of any monster is to die at the hands of the PCs.


KingOfAnything wrote:

@Torbyne

That just means that of the four pilots going on the mission, a few will need to fill the other roles on a ship. For Organized Play, it will be smart to have a secondary role you are ready to fill, be it engineering, gunnery, or science.

I think that is the reason Starfinder classes tend to have more skill points than Pathfinder classes.

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