OK.
So in my next session, I hope to be running some more space combat as my group flee some pirates.
Previously, space combat has been rather deadly, and one of my players has declared "The system is GREAT, but Space Combat is the weakest bit.. its possibly broken"
To which i've said "Its probably got more to do with how im running it"
And thus to my point.
My players have only ever had a YT-1300. And their tactic is "Run as fast as we can" rather than "turn and fight"
So all our combats have really been a chase, and I have not used "The Chase" rules on page 241. Which I possibly should have done. I also didnt notice the rules for piloting difficulty, which might come into play, as the planet they are fleeing is in an asteroid field.
Said player previously, has displayed shock and disbelief at the rules for determining difficulty for the pilot... Half Sil/Current Speed. Would mean my players are rolling 1 Purple and 2 Red. Which he feels is far far too harsh.
Now... one thing I feel I have gotten wrong in this, is the NPCs being able to hit the forward def zone of the ship, even though narrativly, they are behind the ship... which I am going to change, unless the attackers can get in front of the PCs (in which case, its fair game).
I know this system is meant to be abstract, pliable, and flexible, but I feel we keep running into issues. So advice would be very welcome.
(If they were flying Fighters, and turning/dogfighting/fur ball, it would less of an issue.
Equally, the PCs CANNOT GtA, as the ship is not fast enough, meaning any attackers who DO GtA, get a huge advantage, since the PCs cannot cancel it. But still.. if the attackers are behind the PCs, how would they be hitting the fore of the ship?
So... suggestions?