Making 3D obstacles (rule idea)

By LordCole, in X-Wing

Pulled from a discussion in the Making 3D obstacles thread.

The idea was to use a pilot's skill to maneuver into a tight or inclosed space.




Maneuver Angle Focus Evade
Angle







Maneuver
























Outcome:

Once a maneuver has been determined to be an avoidance or collision. Place model facing the direction of travel. Avoidance should have the model adjacent to the obstacle or wall but not touching. If it has been concluded that a ship has collided with the object or wall, place the ship facing the correct direction of travel with the ship or base touching the object or wall.


I considered the game mechanics for asteroids, realizing that you can overlap those versus bumping a wall. Collision rules are already available we just needed something for entering and maneuvering a tight location.

*Lowered the values for the attack dice and removed difficulty for anything above width three and width three now only has an effect on medium ships.

Edit: formatting/grammar, (2)added outcome/formatting

Edited by LordCole

I'm not going to touch why you are even trying to do this. I do want to point out some issues.

  • Your formula is flawed. As I read it, you take PS and divide that by the sum of angle and maneuver. The problem? Your sum can leave you with a value of 0 (straight+not ionized/boost/barrel roll). PS/0 means the universe implodes. Well, it means an invalid formula anyway.
  • PS/(Angle+Maneuver) will never have a negative number as you currently have written, so I'm not sure what you are trying to say.
  • There is no such thing as a medium ship. X-Wing has small, large, and huge ships.

LordCole,

I know what you are trying to do, but the thread title is a little misleading. It might have been better called "Rule for DS 2 Run or Asteroid Field".

Going back to my last post about Red, White, Green manouvers on the previous thread, I think that you need to look at straights as having a negative effect over long distances in enclosed spaces.

A Straight = 0, apart from causing the universe to implode, should be penalised too. Remember each manouver is a snap shot in time and a 1 Straight takes the same time as a 3 Straight; it's the velocity that changes.

To quote Dr Evil "How about NO."

The rule as it is already is fine and balanced. If you are hitting stuff, its your own fault.

you are playing a 3d game on a 2d board.

I don't really want to keep an open Excel sheet beside the table.