falryx says:
@Friar_Tuk/Lin I found this online -- still reading through and digesting it.
https://docs.google.com/document/d/1aCo9WoSsZs1tOEa45_sEGI5BtyfPt_lAhPfgohc_d_I/edit
There's a lot of commentary about how FFG has basically made it so piloting skills don't matter in combat unless you're in an asteroid field or other nasty terrain. There's also the 'chase' mechanic which I haven't been using (p 241) because it's open space and the TIEs are quite a bit faster than the FTY.
Anyone have an opinion on those rules? I like how it means that the pilot now has a /job/ to do. I also like that it frames how to think about the forward arc nicely. I'm not sure I like how it throws boxes around a story that is supposed to be super narrative in the theatre of the mind, if you will.. but I worry that a pilot describing his or her actions without ramifications to those actions will have nothing meaningful to add.
I'd like something here because starship combat is something so core to Star Wars. It's important to me that everyone has something to do. And, to quote someone, as set up -- starship combat between Han Solo and Aunt Beru would be the same outcome unless Han had better gunnery skills.
well, think about what Han did in all those space battles. he was flying in asteroid fields, flying THROUGH asteroids, doing stuff that could get them killed, buzzing the command bridge of a star destroyer, just generally dodging and going places enemies couldn't follow. that sounds like we need to have more obstacles in space battles.
in the couple of times in the movies when they were being chased by one or two TIE fighters, they were either blown away pretty quickly or caused to crash into debris. Maybe the pilot can make a roll to cause an enemy who is engaged with him to bump into something, causing some damage?