spara wrote:1. In the combat phase, can you fire at any direction? (We played so that you can)
We've used a system where you can shoot on the direction of the three forward hexes. Gives a nice dogfighty vibe to the combat.
2. You have to move two hexes towards the enemy when you fire. Do you move in the combat phase or in the movement phase? Does it mean that there is no normal movement?
If ships in combat move at a different time from others, it can get confusing. Or not. Depends on who's playing
3. We assumed that the NPCs act first, as the defensive action takes away the possibility to attack.
I think you're right. Unless you just discard the rule and roll for evasion every turn, for everyone. Makes it more complicated, of course, but more realistic. I shoot and dodge lasers simultaneously when I'm playing E- or Oolite.
4. Can only one attack be evaded in turn?
If you go by the written rules, it's probably the the best approach. If there are six offenders shooting at you, you can't really concentrate on evading everyone(unless you're a Jedi). Or as I stated above, rolling evasion for everyone, someone is bound to hit you unless you're really lucky.
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I think I found a typo in the rolls summary:
Combat roll/1D6/
Under opponent’s TRN + hexes between combatants
Say a Viper Interceptor has a TRN of 3 and it's 4 hexes away. Roll under... 7 to hit?
Or have I just misunderstood something? It says
above in the longer description though.
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Some more playtesting yesterday. Another test subject this time, a former D&D/LARP enthusiast. Target audience, so to speak. Though he's never heard about Elite
We played the mining scenario I mentioned earlier.
We rolled random encounters normally, then shuffled them together with two sets of asteroid counters and placed them on the "hyperspace" side of the board(I like to use the term "1st quarter"). Our ships start at the station, opposite side of the board. We made a no-PvP agreement, so no flying bananas were needed. Cargo space rule wasn't in use, so we just mined and went back. The random encounters were mostly pirates, so things got exciting pretty fast. Well, we would have had a tie, so we decided the victor by no-missile dogfighting. After five rounds I finally scored a hit! Too bad my opponent did the same thing. And my Cobra was already wounded. Game Over!
Afterwards we noticed we didn't remember to roll for Rock Hermits, shame on us!
We also noticed the missiles are overpowered. Most ships have 2 HP, so one-shotting is too easy unless there's rules restricting the missile movement. Lose tracking/selfdestruct after 1-4 turns works well, combined with always moving 5 hexes. I think I already blabbered about this my earlier post...
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Been thinking of doing some rudimentary character sheets for a longer campaign. Equipment, cargo space and credits will be implemented as well(in the next ten years or so). My D&D friend promised to help me out with balancing and such.