New Preview Up!
Its good to see the Armada stuff start trickling in but I think I would rather have new information rather than just repeating stuff from the demo vids (granted I understand that it is better to show the basics before the advanced stuff but I can hope...)
So I don’t understand collisions. You can collide without actually colliding? Their diagram is confusing. Can’t you just always chose a maneuver that overlaps so you can get the reduced speed if you want it? I think I am missing something here.
I understand the collision rules, but I don't care for them. Kind of odd really.
They've done so much to simulate movement of large ships in space. Continued directions and velocity and what not. All that is great, and interesting. But if you end up overlapping, just keep moving your ship back until you don't touch and both ships take a damage....wha?
Why not maintain the velocity, but force the player to click the angle of the last join of movement until the ships end in contact (but not overlapping) or are no longer in contact.
This would be a more realistic 'deflection' between two moving objects.
As it stands now, you back the ship up to where there virtually was no collision, but they still suffer damage. It makes no sense.
Since I have no way to ever attend events, I pretty much expect I'll house rule this to something a little more realistic.
It's possible to have a situation (say with two star destroyers) where if you start overlapped, it looks like it's still possible to move the maximum speed, and remain overlapped. I think they're covering their bases (no pun intended).
Edited by DarthSidiousIt's possible to have a situation (say with two star destroyers) where if you start overlapped, it looks like it's still possible to move the maximum speed, and remain overlapped. I think they're covering their bases (no pun intended).
I don't see how? The way the ships move, it would seem a lot easier to end up in a "cannot get past each other" situation with the ships backing up to the point of no collision, rather than just ending up base-to-base. If two VSDs ran into each other head-on, for example, I don't see how in this system that could be resolved. The length of the ruler looks like it might be JUST enough for them, when going full speed (2 clicks), to get past each other if the bases were touching...but with 'backing a ship up' a full click so they AREN'T touching...I can't see how they'd ever clear each other!
Let's get the chant going. All together now-
RULEBOOK!! RULEBOOK!! RULEBOOK!! RULEBOOK!! RULEBOOK!! RULEBOOK!!
Man, the more I see of this game, the more awesome it looks! Same for Imperial Assualt too, but I'm slightly more excited about this one.
Err, guys, I suspect they've thouht it through, I don't think you're gonna get stuck.
Dunno, Kmanweiss and Xanderf raise a good point. It looks fine for the smaller ships, but the bigger ships might have a problem...
Also, if it doesn't end up in the rules, I'm going to house-rule that any destroyed ship leaves a debris field.
Edited by kerokoThe collision rules seem a little goofy, yes, but the movement ruler is both awesome and limiting at the same time. Flanking is key in this game. Giving someone an axtra notch at one of the joints could be a big deal. On top of that, its a rule that ships cannot end movement overlapping the movement template/ruler. It starts getting difficult and complicated to come up with an elegant solution. I think how they handled it is simple and easy.
You can also pre-measure all movements, so you will only collide when you have no choice or choose to collide. And both ships take damage that ignores shields. Considering its possible for a Victory class to one-shot a CR90 with full shields, I wouldn't be trying to ram many things with my CR90, making it even easier to be taken out in one attack.
Edited by rowdyoctopus