by Theblackdog » Thu Jul 15, 2010 5:48 am
Movement looks good, using finger spread for pivot is a nice touch. Not sure I like your weapon rules, though. I mentioned before that you absolutely NEED to have range limits for all of your weapons, except maybe a few that can only be fixed forward, regardless of whether or not they're "realistic". (And they can be justified: energy and particle beams tend to defocus naturally as they travel through space, while rail gun projectiles would be incredibly difficult to hit enemies with from extremely long ranges). The problem with unlimited range weapons is that limited ranges are the only reasons why you should really bother to actually move the ships. Under the current system, you can just sit there, pummeling your enemy with laser fire until they die. Speed, maneuverability, and good ship piloting do not change the outcome of the battle. Torpedoes and fighters would be useless as well unless you spammed them or launched them from point blank range, because their superior speed wouldn't help to keep them out of enemy weapon range. The enemy would be able to shoot them down as soon as they launch. I would say a range of about 8" for lasers, 12" for rockets? Railguns can keep the unlimited range (railguns would be useful as a counter to cheap missile ships) but need to be forward firing. Weapon fire arcs don't really solve this problem (although they're a great idea), since all you have to do is pivot in one spot to get the enemy into your weapon's fire arc.
My BrikSpace rules on weapons fire arcs are that guns have a 180 degree arc while missiles (what you call rockets in this edition) have a 90 degree fire arc, just in case you were wondering.
Just one random act of violence can brighten your day. Especially if it involves explosives.