I've only ever hosted space chases with a bit of shooting as they flee. I'm about to host my first "real" space battle, and I want to make it easy for my rules-averse group of players. (It will still be somewhat of a chase, but I expect a lot more action.)
One thing I'm not clear about is what happens after Gain the Advantage expires. Let's say one pilot initiates, and to make it simple the difficulty is Average (speeds are the same, etc). Next pilot tries to cancel this with +1 difficulty, but fails. So the first pilot, on the next round, can use Evasive Maneuvers but shoots normally. After this, being the end of the turn after which they Gained Advantage, the Gain the Advantage is lost. Does this mean pilot 2 can now initiate Gain the Advantage, and is that at normal Average difficulty? Or do you track Gain the Advantage through the life of the encounter? I'm assuming it resets to Average.
On a different note, one of the opposing ships will be a Gozanti TIE carrier. The players have an upgraded HWK-290, with engines boosted to Speed 5, an auto blaster, and twin Medium lasers. The way I see it, they can be at Medium range (outside the range of the Gozanti's guns), fly at speed 5 to Close range, shoot, then spend Strain to fly again back to Medium. This makes the Gozanti somewhat of a sitting duck...although they'd probably burn through Strain before they could bring it down. There will be lots of terrain, so they may not decide to risk going too fast, but I can completely see my players trying this out. Thoughts?