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Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 7:28 pm
by Nudimsu
That is quite the nice little pew pew ship.

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 7:29 pm
by Zeno Thul
I don't know what crew limits there would be, but if able to Zeno will just sit on a ship trying to give people extra successes.

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 7:29 pm
by Dapper Dog
I will limit crew to four to keep things not insane.

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 7:30 pm
by Hacha Tsuko
Nudimsu wrote:
Thu Aug 11, 2022 7:17 pm
Hacha Tsuko wrote:
Thu Aug 11, 2022 7:08 pm
The Turtle crew is currently a four man squad

Pilot/Secondary Gunner-Nudisumu
Image
Ahhhh, no boss, I'm sorry I didn't mean it!

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 7:31 pm
by Arsele Girard
Garth Thul wrote:
Thu Aug 11, 2022 7:03 pm
Also, most of the smaller ships will probably only have 1 slot for crew, so pilot/gunner is the only option.
Hm, true. I know the Turtle isn't that way with its crew of 4, and certainly the cruiser has more than that. I suppose all the more reason to have the 4th ship be a freighter rather than a patrol/scout ship, if for nothing else to allow more people to participate.

Also, how does both piloting and gunning work in the SW FF system? Well? Not well? Because if they work fine, no problem. If splitting time between gunning and piloting is a hindrance though... did they just hinder the ability to use tiny ships entirely?

Also also, I'm guessing if the Sparrow at least has passenger space (like those tiny scout ships), could at least have one person with Garth for leadership or repair duty.

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 7:35 pm
by Sylvain Torsin
I’m:

Leadership- 1eP+2eA+1eB+5eF

And a strong desire not to die on D1 in a spaceship.

Oh yeah and like… really good at initiative.

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 7:37 pm
by Zeno Thul
Arsele Girard wrote:
Thu Aug 11, 2022 7:31 pm
Also, how does both piloting and gunning work in the SW FF system? Well? Not well? Because if they work fine, no problem. If splitting time between gunning and piloting is a hindrance though... did they just hinder the ability to use tiny ships entirely?
I believe you use pilot for fixed point weapons and gunnery for ones operated independent of the pilot.

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 7:44 pm
by Garth Thul
Arsele Girard wrote:
Thu Aug 11, 2022 7:31 pm
Garth Thul wrote:
Thu Aug 11, 2022 7:03 pm
Also, most of the smaller ships will probably only have 1 slot for crew, so pilot/gunner is the only option.
Hm, true. I know the Turtle isn't that way with its crew of 4, and certainly the cruiser has more than that. I suppose all the more reason to have the 4th ship be a freighter rather than a patrol/scout ship, if for nothing else to allow more people to participate.

Also, how does both piloting and gunning work in the SW FF system? Well? Not well? Because if they work fine, no problem. If splitting time between gunning and piloting is a hindrance though... did they just hinder the ability to use tiny ships entirely?

Also also, I'm guessing if the Sparrow at least has passenger space (like those tiny scout ships), could at least have one person with Garth for leadership or repair duty.
Miyi will murder anyone who kicks her out of HER ship

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 7:45 pm
by Nudimsu
For those who need it, Pages 5, 8, 9, and 11 have everything you'll likely need in order to do space combat.

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 8:31 pm
by Durasay Mixo
Arsele Girard wrote:
Thu Aug 11, 2022 7:31 pm
Garth Thul wrote:
Thu Aug 11, 2022 7:03 pm
Also, most of the smaller ships will probably only have 1 slot for crew, so pilot/gunner is the only option.
Hm, true. I know the Turtle isn't that way with its crew of 4, and certainly the cruiser has more than that. I suppose all the more reason to have the 4th ship be a freighter rather than a patrol/scout ship, if for nothing else to allow more people to participate.

Also, how does both piloting and gunning work in the SW FF system? Well? Not well? Because if they work fine, no problem. If splitting time between gunning and piloting is a hindrance though... did they just hinder the ability to use tiny ships entirely?

Also also, I'm guessing if the Sparrow at least has passenger space (like those tiny scout ships), could at least have one person with Garth for leadership or repair duty.
Driving around is a pilot only maneuver. Shooting is a pilot/gunner only action.

However if you perform another action, you cannot pew.

Also remember - each weapon system on a vessel can only fire once per round. So if you have something that lets you do multiple pilot only actions, you can't fire the same gun multiple times.

I.e.

Y wing has
1x Linked 1 Medium Laser Cannon
1x Linked 1 Ion Cannon
1x Linked 1 Proton Torpedo cannon.

The pilot could fire the medium laser cannon, but then the gunner can fire either the proton torpedo launcher *or* the ion cannon, but the laser cannon cannot be fired that round.

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 9:02 pm
by Arsele Girard
Okay, so updated for the moment with the above info.

Garth's Sparrow
* Garth Thul (pilot, gunner)
* +1? (leadership, mechanic)

The Turtle
* Nudisumu (pilot)
* Durasay (leadership)
* Pipka (gunner)
* Hacha (mechanic)

The Bottom Line
* Jan Melmoar (gunner)
* ??? (pilot)
* ??? (mechanic)
* ??? (leadership or secondary gunner)

Ship 4
----------------------------------------------------------------

That'd leave probably Arsele and Zayne to pilot ships 2 and 3, and Darth Bellious to provide Gunnery for either ship 4 or to man more weapons on The Bottom Line. Person for Garth's Ship would be best if they could combine both Leadership and Mechanic skills since the room is so tight on there.

Otherwise really need to decide on a ship 4. Honestly, with all these stock freighters and scout ships, sounds like the best bet for that might be Bozr Thesk's Vestige. Unless we really want to make sure it's a PC ship.

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 9:16 pm
by Hacha Tsuko
Arsele Girard wrote:
Thu Aug 11, 2022 9:02 pm


Otherwise really need to decide on a ship 4. Honestly, with all these stock freighters and scout ships, sounds like the best bet for that might be Bozr Thesk's Vestige. Unless we really want to make sure it's a PC ship.
I mean I'm ok with that, but this is a PC driven game. This is a time for players to shine.

If people are "meh" or want to join on another ship crew crew, then so be it but I personally defer to player interaction over maximal effectiveness, especially on the first event of a game.

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 11:25 pm
by Zeno Thul
I can pilot for Jan if she wants.
1P+3A+3F

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 11:36 pm
by Jan Melmoar
Zeno Thul wrote:
Thu Aug 11, 2022 11:25 pm
I can pilot for Jan if she wants.
1P+3A+3F
Zeno is welcome aboard :-)

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 11:41 pm
by Dapper Dog
Zeno Thul wrote:
Thu Aug 11, 2022 11:25 pm
I can pilot for Jan if she wants.
1P+3A+3F
Please note what I stated about ditching your own ship.

viewtopic.php?f=2&t=26&p=2218#p2218

Re: Opening Ship Combat Planning Thread

Posted: Thu Aug 11, 2022 11:45 pm
by Zeno Thul
Ah. So flying myself around then.

Re: Opening Ship Combat Planning Thread

Posted: Fri Aug 12, 2022 1:57 am
by Remmington Balmung
Ah, if we leave our ship its completely trashed. So we either try to land or combat the pirates in space.

Guess I'll just try to land.

Re: Opening Ship Combat Planning Thread

Posted: Fri Aug 12, 2022 5:15 am
by Hacha Tsuko
That news does change the calculus: if you have a ship, and aren't piloting it in combat or shuttling people planetside your ship is in the carrier when it is lost somewhere on planet?


Plus if you can pilot that means you can shuttle the most exposed people down.

We do have NPC to fill in if necessary

Re: Opening Ship Combat Planning Thread

Posted: Fri Aug 12, 2022 5:16 am
by Garth Thul
It does seem that way, unless you trust another PC to attempt to pilot it to safety.

Re: Opening Ship Combat Planning Thread

Posted: Fri Aug 12, 2022 6:16 am
by Arsele Girard
Yeah, that DOES change things quite a bit, heh. This is what we get for so many of us bringing ships.

Re: Opening Ship Combat Planning Thread

Posted: Fri Aug 12, 2022 12:43 pm
by Lucinia Malveaux
Ghosting instructions posted. Just a co-pilot, so it's pretty simple!