Of course. That's why they're closing in and firing, of course.
On empty crossroads, seek the eclipse -- for when Sol and Lua align, the lost shall find their way home.Well, since Flanker is Writer's Block'd, can you please wait till he posts? I'm limbo'd by him, and I want a chance to respond to the Kligons' appearance.
On empty crossroads, seek the eclipse -- for when Sol and Lua align, the lost shall find their way home.My main difficulty is that I don't want to have everyone's attacks have no effect, but at the same time I don't really relish the idea of losing fighters/hardpoints (since neither presumably are going to be easy to come by, much less with anybody to operate them).
The joys of playing a group that's holding the Villain Ball, folks.
I do hope everyone is enjoying the game so far. I really don't want everyone to get bored or fustrated.
I have noticed we have two camps with how are ships handle.
There are the 'hit and run' ships, which rely on speed, power, and do not just sit there and slug it out. The Star Trek ships fall under this, as they've lately been shown to use this style. The Normandy and Illiad also fall under this type of combat.
Then we have the 'Broadside' type, where the ships are 'slow' and more or less mimic old galleons where they get into punching range and just wail on each other. Star Wars follows this trend, with big ships and lots of side mounted guns.
edited 21st Mar '12 9:15:28 PM by RevenVrake
I have no idea why I'm telling you this, but the weakest points on the Normandy are the wings and the GARDIAN bays. Hitting the top is hitting where all the armor is. There's not even guns up there, just heavier armor.
And had I gone with the Werewolf, it would have literally been one of those broadside types.
Ships from the Honorverse are propelled by an invincible barrier that forms a wedge on the top and bottom, with various weaker sidewalls on the sides. Generally, the Fore and aft are the only thing left undefended, meaning an "up the kilt" shot with a nuke or laserhead is the only sure way to disable a ship.
The Independence doesn't fit into any of those categories. It's a "sidelines"-style ship which prefers to remain out of combat, possibly sniping with its heavy mass drivers if necessary, while all of its strikecraft do the dirty work for it.
I do have emergency plans to re-roll a second, much more combat capable ship in the event of the Independence's destruction.
"Seven is here too, dressed like the concept of choosing clothes that look nice together was an arcane secret far beyond their grasp."Hello all.
I've been thinking long and hard on this rpg.
I've noticed that its not as active as it possibly could be, and that there are problems with idea of it.
Yes, it sounds cool that we're flying around in ships shooting at each other, but we don't get much interaction beyond exchanging lasers and torpedoes. And I think the problem is that each of our ships is off by itself. We're kept apart, and since our characters have no reason to trust each other, its not working out.
So I've been thinking on it. How do we get our characters to interact more, and can still have conflicts emerge?
This RPG is very much a work in progress, I've never thought anything else. So, if drastic changes needed to be made, I'd like to try to improve the RPG.
My thought is thus: Since we're all kept apart, we don't interact beyond shooting each other. That has problems that it can get boring. To solve problem...simply stick all the crews on one ship and force em all to get it working so they all don't die.

I have to admit I'm not sure what the effects of all the attacks should be on the Devastator (and likewise, how effective its' own weapons and starfighter complement would be).
For the former, I'm thinking that although its' shields are holding up fairly well, they're being drained steadily. As for the latter, well... I don't know.
edited 17th Mar '12 1:13:38 PM by Flanker66
Locking you up on radar since '09