Bomb velocity rules (!)

By Autosketch, in X-Wing

It's not terribly thematic for some of the bombs. The idea is you drop them and leave them, not fling them forward at people. That's what missiles and torpedoes are for.

It is exactly how bombs worked in the TIE Fighter PC game, though, which seems to be the number one inspiration for Imperial Veterans.

And Rogue Squadron / space combat in Battlefront 2!

It's not terribly thematic for some of the bombs. The idea is you drop them and leave them, not fling them forward at people. That's what missiles and torpedoes are for.

It is exactly how bombs worked in the TIE Fighter PC game, though, which seems to be the number one inspiration for Imperial Veterans.

And Rogue Squadron / space combat in Battlefront 2!

No, Battlefront bombs fell downwards. Relative to the capital ships, not the planet they were in orbit, no less. It was bizarre and physics defying even for a setting in which a bomb intended for space combat relies on sound*. Tie Fighter bombs flew (slowly) towards the enemy. I never played the console-only Rogue Squadron games, so I can't comment on how it handled bombs in space.

*Per the novelizations, which I believe are still canon, the sounds we hear are simulations used to improve the situational awareness of pilots. The Seismic charge, however has no such justification since it has no (appreciable) medium to send a shockwave through.

Edited by Squark

*Per the novelizations, which I believe are still canon, the sounds we hear are simulations used to improve the situational awareness of pilots. The Seismic charge, however has no such justification since it has no (appreciable) medium to send a shockwave through.

Star Wars' galaxy is probably filled with some fantasy transparent aetherial substance that

- makes fighters maneuver like if they were flying in atmosphere

- makes capital ships move like boats

- allows those whales in Rebels to literally swim thru space.

- allows people to stand on the ships exterior hull, wearing just a barely presurized helmet (as seen in Rebels, Clone Wars, and ANH).

- slows down ships when they stop their engines

- transmits sound from shots, explosions and engines

- Bonus track: transmits sounds from John Williams' soundtrack.

Edited by Azrapse

It's not terribly thematic for some of the bombs. The idea is you drop them and leave them, not fling them forward at people. That's what missiles and torpedoes are for.

Didn't Jango throw bombs out the back of the firespray? Those didn't just sit around.

I don't think he threw them. They just sort of popped out the back and pretty much stayed where it deployed. Kinda popped out and floated around. Not really thrown.

For something to be 'stayed were deployed' it have to be launched with a velocity, namely the exact opposite velocity of the vehicle it were being launched from. Imagine it being launched forward then.

It's not terribly thematic for some of the bombs. The idea is you drop them and leave them, not fling them forward at people. That's what missiles and torpedoes are for.

It is exactly how bombs worked in the TIE Fighter PC game, though, which seems to be the number one inspiration for Imperial Veterans.

And Rogue Squadron / space combat in Battlefront 2!

No, Battlefront bombs fell downwards. Relative to the capital ships, not the planet they were in orbit, no less. It was bizarre and physics defying even for a setting in which a bomb intended for space combat relies on sound*. Tie Fighter bombs flew (slowly) towards the enemy. I never played the console-only Rogue Squadron games, so I can't comment on how it handled bombs in space.

Maybe I wasn't clear enough -- I just meant that there was forward movement on the bombs. Bombs in both games worked pretty much the same way: a bit of forward movement before falling. Certainly they didn't shoot straight out like torpedoes or missiles, but they definitely got ahead of the delivery ship. Maybe this is shown more by something like Deathrain's effect.

Skip to around 1:20 in the video to see:

*Per the novelizations, which I believe are still canon, the sounds we hear are simulations used to improve the situational awareness of pilots. The Seismic charge, however has no such justification since it has no (appreciable) medium to send a shockwave through.

Star Wars' galaxy is probably filled with some fantasy transparent aetherial substance that

- makes fighters maneuver like if they were flying in atmosphere

- makes capital ships move like boats

- allows those whales in Rebels able to literally swim thru space.

- allows people to stand on the ships exterior hull, wearing just a barely presurized helmet (as seen in Rebels, Clone Wars, and ANH).

- slows down ships when they stop their engines

- transmits sound from shots, explosions and engines

- Bonus track: transmits sounds from John Williams' soundtrack.

*Per the novelizations, which I believe are still canon, the sounds we hear are simulations used to improve the situational awareness of pilots. The Seismic charge, however has no such justification since it has no (appreciable) medium to send a shockwave through.

Star Wars' galaxy is probably filled with some fantasy transparent aetherial substance that

- makes fighters maneuver like if they were flying in atmosphere

- makes capital ships move like boats

- allows those whales in Rebels able to literally swim thru space.

- allows people to stand on the ships exterior hull, wearing just a barely presurized helmet (as seen in Rebels, Clone Wars, and ANH).

- slows down ships when they stop their engines

- transmits sound from shots, explosions and engines

- Bonus track: transmits sounds from John Williams' soundtrack.

So, aether?

Lucas™

Dense Vacuum ©

JIC the OT hasn't been totally exhausted, I just read the FFG release on the special bomb rules for the new Mission included in Imp. Vets. I definitely want this as an option in the game. Not the only way to use a bomb but a mechanic to make it optional.

PS. I also think it is a sneaky (but good) way to get more people interested in the missions. Include optional rules that people will naturally want to try out. If it works well enough, you have material for future releases/updates already play tested. If it doesn't, "meh, it was just a bad Mission"

Edited by Eyegor

how can the bomb be traveling faster than the bomber that dropped it?? A simple tweak to the velocity rules to make the bomb match the velocity of the bomber would be cool and allow for different tactics.

this is the best idea ever and it's a shame it hasn't come already written into the base rules of the game

and if you need to make it more complex to account for velocity of the ship flinging it, just take a page from SLAM and grab a straight template at the same speed as the maneuver you performed

though really, it'd be far cooler if you could bank it too

Edited by ficklegreendice

Smart bomb upgrade. Alows use of matching bank template#!

Smart bomb upgrade. Alows use of matching bank template#!

Reminds me of Starfox, another great game where the bombs fly forward :D

Proxied these new rules yesterday, it wasn't overpowered, it was AWESOME.

It single handedly made me want to fly cheap bombers again. And escort fighters. And it really messed with people just charging forward and pulverizing the bombers.

FFG, seriously this is it. this is ALL you need to fix.

and K-wings, and punishers, and bombers, will be awesome.

oh man. I wish this was the way it was done so badly.

even on deathrain, the shenanigans were fun, but not OP. it basically let you do a bombardier move with him, since the bomb goes forward 1 then back 5.

Here's why it works:

  • Y-wings cannot use this, for the reason being a hard turn is insufficient to escape the blast radius with a turn. Bombers and K-wings have to use SLAM or a barrel roll to get out of the firing radius. This puts both at a large defensive action disadvantage, compensating for the ability to throw a bomb forward.
  • Bombers are now effective at closing down corridors of fire, consistent with a real life barrage or bomb screen.
  • These tactics lend naturally to having a few flanking ships, and although carpet bombing is hilarious and fun, 4 bombers in a list launching bombs this way are otherwise extremely easy to pick off.
  • bombardier becomes an AWESOME upgrade, simply because it lets you finetune the bomb drop. Genius becomes a FANTastic way for scum Y-wings to drop their bombs. scum Y's could be therefore better than Rebel Y's at bomb drops, but only on one Y.
  • Emon Azzameen is flat out hilarious, with all the options of where to drop. And very powerful because of it. but having a low PS ship with powerful abilities isn't really the worst. And plus, the 3 drop to the side ends up basically where the other would be, so it's really just having the extra extra option of dropping it 3 back instead of 1 back, before the bomb flies forward.
  • Mines don't necessarily have to be included in this. Maybe a key difference is that minelayers don't throw their mines the same way? Needs further playtesting.

    love it. 100%

Edited by citruscannon

Here's an example, of how this rule makes lower PS bombers a MUCH more effective corridor deterrent.

bombers want to deny the X-wings the chance to regain formation and fly straight through (for whatever reason). The Xs have no idea what the K-s will do, but can't take the chance of a bomb drop, and have to scatter.

BoGsdyu.png

C4mSqib.png

At this point if the X's had gone straight in, well... boom.

xWq2AAk.png

and with that, if the X's had done the planned maneuver, Protons to the hull. so they are forced to take evasive maneuvers.

AWESOME.
:D

Edited by citruscannon

Ugh Protons would be so goooood.

I like it a lot. But 5 seems a bit much for the little 3x3 board.

Speed 3 feels like it fits the play space.

You still deploy them 1 behind, so it end up being 3 in front of a small base.

I feel as said above that the bomb velocity should match the speed of the ship Manouver for that turn. This would definitely feel more thematic and still opens many possibilities.

I feel as said above that the bomb velocity should match the speed of the ship Manouver for that turn. This would definitely feel more thematic and still opens many possibilities.

it's actually pretty close to bang on , since the bombers all can't turn faster than 3, and the bomb, once accounting for the space it drops back is really only going out the front at speed 3.

hQwPEve.png