Post by The Admiralty OOC on Jul 28, 2018 6:33:22 GMT -8
As promised, We will be presenting a combat system to be used with the new Stat system. the basics are ... well pretty basic. It does require a little OOC co-operation, but only very little.
AGREED Sections:
Turns happen simultaneously.
*Both fleets declare which ship is attacking which.
*THEN, both fleets defend/take damage.
*THEN, both fleets decide on what gear they wish to use.
*THEN, both fleets make any moves, if desired (all ships are assumed to be constantly moving to ensure the best attack/defense formation. So this only comes into effect if a ship is attempting to leave the battle).
Defense is Defensive + Agility + size bonus (if smaller, currently +1 per size category) - Range
Maximum Damage is limited by the shooter's Offensive stat (a ship with an O4 stat can only do four stat points worth of damage in a turn).
Damage is listed as stat points. Damage is assigned by the defender. Damaged Stats are less effective, based on the amount of damage taken. When a Stat reaches 0 (except Gear, which can be reduced to 0 without further penalty), the ship is considered disabled (Unable to fire, Unable to turn, Unable to change speed, & unable to defend). Ships at this point can either captured or destroyed (They can no longer attack). Destroying a disabled ship is an automatically successful attack action. see example 1.
Multiple ships attacking the same target combine their attack scores. See example 2.
EXAMPLE 1: Two fighters are attacking each other. Both fire. A has an attack of O3+A2 (Attack 5, max damage 3), B has an attack of O2+A3 (Attack 5, max damage 2). Neither has a size or range modifier. Neither has other targets. A has a defense of D3+A2 (Defense 5), B has a defense of D1+A3 (Defense 4).
This means that every turn they attack each other, B will take one stat point of damage (not counting any repair systems it might have) & A will not take any damage. The first turn B decides to assign the point of damage to his Offensive Stat.
For the second turn, B now has an attack of O1+A3 (Attack 4, max damage 1). As it has taken one point of offensive Stat damage. Again, it will take one point of damage. It decides to take it in Offensive again. This reduces B to a Offensive score of 0. It is now disabled. It can either be destroyed by the fighter A, captured by a larger ship (friendly or enemy), or left alone to drift. B could have held out for much longer by assigning the damage to other stats (making sure to keep at least one point in each). The end result would have been the same, however, unless another ship stepped in, or B managed to outrun A.
Example 2: An SD with a defense of 13 (D3+A3+6 size bonus on defense) defending against gunboats with an attack of 6 (3O+3A no size bonus on attack).
The first gunboat has an attack of for an Attack of 6, so the SD has 8 defense still. In the same turn, a second gunboat attacking the same SD reduces it to 2 defense. The third manages to breach the SD shields, & deals 3 stat point of damage (6-2 is four, but Max damage for the
gunboat is 3).
As this example shows, at the moment, smaller ships in swarms have a large advantage over bigger capital ships. This may change with a re-balance of how the size bonus work or it might be changed with how multiple ships attacking a single target work. One possible alternative would be having additional ships only add their O stat to the pool (which would require four gunboats to breach the shields, with only 1 stat of damage per turn to the SD in that example).
One Size Class difference: +1
Two Size Classes difference: +2
Three Size Classes difference: +4
Four Size Classes difference: +8
Five Size Classes difference: +16
Six Size Classes difference: +32
Seven Size Classes difference: +64
Cloaking (Active): The cloaked ship can't be fired on while the cloak is active (unless the firing ship has a CGT, in which case, treat it like stealth gear). However, as cloaking takes a short while to power up, the cloaking ship must use their "Firing Step" to start turning on their cloak. The cloak then becomes active during their "Gear step". This means that the cloaking ship will take one round of fire/damage before the cloak turns on. Turning the cloak off takes less time, but may only be done during the "Gear step".
Hyperdrives (Active): When used hyperdrives remove the ship from combat, they do not require charging.
Repair: Repair teams/regenerative shields/astromechs (for fighters)/etc heal # lost stat points per turn.
Stealth: Ships with Stealth gear get a defensive bonus (exact amount yet to be decided).
PENDING Sections:
Due to an inability to come to a mutual agreement, the following info is pending until it can be reviewed by the RPAs & some play testing.
RANGE
This may seem a bit odd, but keep in mind that the ranges usually fought in space combat are extreme. This means that while 'range 0' might sound like it is extremely close, it is actually the optimal distance for turbolaser fire (however far that is, various sources differ wildly, but the usual range is somewhere in the dozens to hundreds of kilometers range).
Weapons have a basic range (weapons ignore a range penalty up to their basic range score):
*Energy Weapons have basic range of 0
*Mass drivers have a basic range of 1
*Ordinance has a basic range of 2
*Long Range Energy Weapons have a basic range of 3.
SPEED
Speed is how you move from one range unit (RU) to another, your given speed determines how much you actually move (based in quarters of a unit for ease of calculation). If you are being chased you subtract the chasing vehicle's RU speed from your own to figure out how much you actually move.
EXAMPLE: Fighter (speed 3) fleeing from a cruiser (speed 3). 1.25 RU - 0.5 RU = 0.75 RU. This means that for every turn the fighter is trying to escape, it gains 0.75 RU of distance from the Cruiser.
Corvette: Speed 1 = 0.25 RU, Speed 2 = 0.5 RU, Speed 3 = 1 RU, Speed 4 = 1.25 RU, Speed 5 = 1.5 RU
Frigate: Speed 1 = 0.25 RU, Speed 2 = 0.5 RU, Speed 3 = 0.5 RU, Speed 4 = 0.75 RU, Speed 5 = 1 RU
Cruiser/Star Frigate: Speed 1 = 0.25 RU, Speed 2 = 0.25 RU, Speed 3 = 0.5 RU, Speed 4 = 0.5 RU, Speed 5 = 0.75 RU
Light SD/SD : Speed 1 = 0.25 RU, Speed 2 = 0.25 RU, Speed 3 = 0.25 RU, Speed 4 = 0.5 RU, Speed 5 = 0.5 RU
Anyone that wishes to add suggestions, comments or ideas. Post here. Anyone wishing to playtest the system (which would be much appreciated)are asked to head to the GBA training area ( boards.jedivsith.com/board/627/training-scenarios ) & to post a link here for reference. Playtesting can either be done individually or against another writer.
For this first round, please limit your posts to just the stats side of things (base stat blocks, who is attacking who, damage taken/what stat, gear used), full battles where the stats are used to expand into proper narration & SL writing will be done once we have a little more polish on it. This is to help the creators & the RPAs to determine exactly how the system is working out on a mechanical level. First posts should contain the fleet stat blocks & if the speed/range rules are being applied (& with what penalties if so) for ease of reference.
EXAMPLE:
AGREED Sections:
BASE RULES said:
Turn Steps: Fire, Defend, Gear, MoveTurns happen simultaneously.
*Both fleets declare which ship is attacking which.
*THEN, both fleets defend/take damage.
*THEN, both fleets decide on what gear they wish to use.
*THEN, both fleets make any moves, if desired (all ships are assumed to be constantly moving to ensure the best attack/defense formation. So this only comes into effect if a ship is attempting to leave the battle).
ATTACK & DEFENSE said:
Attack is Offensive + Agility + size bonus (if larger, currently +1 per size category) - RangeDefense is Defensive + Agility + size bonus (if smaller, currently +1 per size category) - Range
DAMAGE said:
Damage is the target's Defense minus the shooter's Attack. Damage of 0 or less is absorbed by the defender's shields/dodged without damage.Maximum Damage is limited by the shooter's Offensive stat (a ship with an O4 stat can only do four stat points worth of damage in a turn).
Damage is listed as stat points. Damage is assigned by the defender. Damaged Stats are less effective, based on the amount of damage taken. When a Stat reaches 0 (except Gear, which can be reduced to 0 without further penalty), the ship is considered disabled (Unable to fire, Unable to turn, Unable to change speed, & unable to defend). Ships at this point can either captured or destroyed (They can no longer attack). Destroying a disabled ship is an automatically successful attack action. see example 1.
Multiple ships attacking the same target combine their attack scores. See example 2.
EXAMPLE 1: Two fighters are attacking each other. Both fire. A has an attack of O3+A2 (Attack 5, max damage 3), B has an attack of O2+A3 (Attack 5, max damage 2). Neither has a size or range modifier. Neither has other targets. A has a defense of D3+A2 (Defense 5), B has a defense of D1+A3 (Defense 4).
This means that every turn they attack each other, B will take one stat point of damage (not counting any repair systems it might have) & A will not take any damage. The first turn B decides to assign the point of damage to his Offensive Stat.
For the second turn, B now has an attack of O1+A3 (Attack 4, max damage 1). As it has taken one point of offensive Stat damage. Again, it will take one point of damage. It decides to take it in Offensive again. This reduces B to a Offensive score of 0. It is now disabled. It can either be destroyed by the fighter A, captured by a larger ship (friendly or enemy), or left alone to drift. B could have held out for much longer by assigning the damage to other stats (making sure to keep at least one point in each). The end result would have been the same, however, unless another ship stepped in, or B managed to outrun A.
Example 2: An SD with a defense of 13 (D3+A3+6 size bonus on defense) defending against gunboats with an attack of 6 (3O+3A no size bonus on attack).
The first gunboat has an attack of for an Attack of 6, so the SD has 8 defense still. In the same turn, a second gunboat attacking the same SD reduces it to 2 defense. The third manages to breach the SD shields, & deals 3 stat point of damage (6-2 is four, but Max damage for the
gunboat is 3).
As this example shows, at the moment, smaller ships in swarms have a large advantage over bigger capital ships. This may change with a re-balance of how the size bonus work or it might be changed with how multiple ships attacking a single target work. One possible alternative would be having additional ships only add their O stat to the pool (which would require four gunboats to breach the shields, with only 1 stat of damage per turn to the SD in that example).
SIZE BONUSES MOD 1 said:
Size bonuses start at +1 & double for each additional step.One Size Class difference: +1
Two Size Classes difference: +2
Three Size Classes difference: +4
Four Size Classes difference: +8
Five Size Classes difference: +16
Six Size Classes difference: +32
Seven Size Classes difference: +64
GEAR said:
Most Gear is passive, meaning that it uses its effect every turn, without using up the gear step. Other Gear is active, meaning it needs to be turned on & off. Only one active gear can be used per turn.Cloaking (Active): The cloaked ship can't be fired on while the cloak is active (unless the firing ship has a CGT, in which case, treat it like stealth gear). However, as cloaking takes a short while to power up, the cloaking ship must use their "Firing Step" to start turning on their cloak. The cloak then becomes active during their "Gear step". This means that the cloaking ship will take one round of fire/damage before the cloak turns on. Turning the cloak off takes less time, but may only be done during the "Gear step".
Hyperdrives (Active): When used hyperdrives remove the ship from combat, they do not require charging.
Repair: Repair teams/regenerative shields/astromechs (for fighters)/etc heal # lost stat points per turn.
Stealth: Ships with Stealth gear get a defensive bonus (exact amount yet to be decided).
PENDING Sections:
Due to an inability to come to a mutual agreement, the following info is pending until it can be reviewed by the RPAs & some play testing.
RANGE
This may seem a bit odd, but keep in mind that the ranges usually fought in space combat are extreme. This means that while 'range 0' might sound like it is extremely close, it is actually the optimal distance for turbolaser fire (however far that is, various sources differ wildly, but the usual range is somewhere in the dozens to hundreds of kilometers range).
RANGE said:
Range is -# for each unit of range Weapons have a basic range (weapons ignore a range penalty up to their basic range score):
*Energy Weapons have basic range of 0
*Mass drivers have a basic range of 1
*Ordinance has a basic range of 2
*Long Range Energy Weapons have a basic range of 3.
SPEED
Speed is how you move from one range unit (RU) to another, your given speed determines how much you actually move (based in quarters of a unit for ease of calculation). If you are being chased you subtract the chasing vehicle's RU speed from your own to figure out how much you actually move.
EXAMPLE: Fighter (speed 3) fleeing from a cruiser (speed 3). 1.25 RU - 0.5 RU = 0.75 RU. This means that for every turn the fighter is trying to escape, it gains 0.75 RU of distance from the Cruiser.
SPEED said:
Fighter/Support: Speed 1 = 0.5 RU, Speed 2 = 0.75 RU, Speed 3 = 1.25 RU, Speed 4 = 1.75 RU, Speed 5 = 2 RUCorvette: Speed 1 = 0.25 RU, Speed 2 = 0.5 RU, Speed 3 = 1 RU, Speed 4 = 1.25 RU, Speed 5 = 1.5 RU
Frigate: Speed 1 = 0.25 RU, Speed 2 = 0.5 RU, Speed 3 = 0.5 RU, Speed 4 = 0.75 RU, Speed 5 = 1 RU
Cruiser/Star Frigate: Speed 1 = 0.25 RU, Speed 2 = 0.25 RU, Speed 3 = 0.5 RU, Speed 4 = 0.5 RU, Speed 5 = 0.75 RU
Light SD/SD : Speed 1 = 0.25 RU, Speed 2 = 0.25 RU, Speed 3 = 0.25 RU, Speed 4 = 0.5 RU, Speed 5 = 0.5 RU
Anyone that wishes to add suggestions, comments or ideas. Post here. Anyone wishing to playtest the system (which would be much appreciated)are asked to head to the GBA training area ( boards.jedivsith.com/board/627/training-scenarios ) & to post a link here for reference. Playtesting can either be done individually or against another writer.
For this first round, please limit your posts to just the stats side of things (base stat blocks, who is attacking who, damage taken/what stat, gear used), full battles where the stats are used to expand into proper narration & SL writing will be done once we have a little more polish on it. This is to help the creators & the RPAs to determine exactly how the system is working out on a mechanical level. First posts should contain the fleet stat blocks & if the speed/range rules are being applied (& with what penalties if so) for ease of reference.
EXAMPLE:
Fleet A: Two SDs (2A, 3D, 3O, 4S, 3gear [cake, lots & lots of cake])
Fleet B: four light SDs (3A, 4D, 3O, 4S, 1gear [booze])
Standard rules, no speed/range
Fleet B: four light SDs (3A, 4D, 3O, 4S, 1gear [booze])
Standard rules, no speed/range