consequences of flying at high speeds in starship combat?

By linkbox, in Star Wars: Edge of the Empire RPG

Basically, is there any reason not to fly at max speed? It seems like there is really no advantage of flying at slower speeds which is why I am asking. i read thorugh the book and could nit find anything and I checked the forums and found nothing still.

thanks!

Yes, there's a very good reason to slow down! Page 240 of Edge of the Empire outlines the difficulty for Piloting checks when flying near obstacles, which space in your game should be full of, all the time. The faster you go, the more difficult your check is.

Edited by awayputurwpn

There isn't much reason to slow down shooty wise, but plenty for survival. Your current speed influences your Piloting check, so, as awayputurwpn said, the faster you go, the more difficult your check is

Yes, there's a very good reason to slow down! Page 240 of Edge of the Empire outlines the difficulty for Piloting checks when flying near obstacles, which space in your game should be full of, all the time. The faster you go, the more difficult your check is.

There isn't much reason to slow down shooty wise, but plenty for survival. Your current speed influences your Piloting check, so, as awayputurwpn said, the faster you go, the more difficult your check is

Doh! Im an idiot; thanks for pointing that out!

Yes, there's a very good reason to slow down! Page 240 of Edge of the Empire outlines the difficulty for Piloting checks when flying near obstacles, which space in your game should be full of, all the time. The faster you go, the more difficult your check is.

There isn't much reason to slow down shooty wise, but plenty for survival. Your current speed influences your Piloting check, so, as awayputurwpn said, the faster you go, the more difficult your check is

Doh! Im an idiot; thanks for pointing that out!

Not an idiot, sometimes we miss the most obvious things.

So while we are on the subject is there a way to break suddenly (sort of like the opposite of punch it)? Or is that something I will have to homebrew?

There's a talent in the Driver specialization tree that lets you stop immediately. Since it's a talent (and one that costs 25 xp to boot, IIRC) I'd advice against houseruling something like that since it renders an expensive talent worthless.

As with many talents, you could just look at what the talent does, and what it takes to perform, and just make that thing harder (or more costly) to do for someone who doesn't have the talent.

For example, the Full Stop talent requires a maneuver and strain suffered. So if a PC doesn't have the talent but wants to perform a full stop, which is entirely reasonable, make it a Hard piloting check and still require that strain be suffered in the same manner.

The point is not to say "you can't do that unless you have X talent," but rather, "X talent makes it way easier to do that."

Edited by awayputurwpn

Or, make it Hull instead of Strain;

or, have everybody on board suffer Strain as well.

or, have everybody on board suffer Strain as well.

Ha ha, nice. This is genius.

Or, make it Hull instead of Strain;

or, have everybody on board suffer Strain as well.

Oh man thats amazing, I will use both hahaha.

Edited by linkbox

... obstacles, which space in your game should be full of, all the time.

indeed! :D

Or, make it Hull instead of Strain;

or, have everybody on board suffer Strain as well.

And a Resilience check, to avoid puking up breakfast from last week? ;)

People, sorry for parasite the post but, where Speed value is used in the game?

I know that is used for calculate Obstacles difficulty, knowing if you are able to perform some concrete Maneuvers and tell us home many Moves we need to reach a precise Range Band. Maybe something against Missile and Guided, but not sure.

Any other Speed mechanic uses?

Edited by Josep Maria

Gain the Advantage.

Chases.

Getting used to the space combat rules is something I'm getting my head around as a GM and I've been running this game for about a year., We just tend to avoid space combat until recently, now I try to write a scene into every episode so we get used to the rules. The stuff regarding speed versus piloting checks still hasn't sunk in entirely with my crew yet but after they bounce off a few obstacles it'll start to make sense. They're flying a Wayfarer so maneuvering is already tough by default.