I was playing a pilot in our last game and I realized that there isn't much to do when your the pilot of a speed 3 freighter.
Flyby/move, Accelerate, Stay on target, Evasive Maneuvers are all maneuvers and don't require a roll. Gain advantage needs to be at speed 4. So my character was boosting shields, trying to hack enemy systems and stuff, the same things our co-pilot was doing. I think the co-pilot has way more fun things to do and more meaningful rolls to make.
After the space combat scene, I looked at the attachment to improve our ship speed to 4 so I could make GtA rolls and be somewhat useful.
I was thinking that at least in a chase, the pilot gets to roll his piloting skill and maybe pass on a few boosts or setbacks to friends and foes. That way, he could show off his skills and have a semblance of influence on the combat. But that got me thinking that if I had a Silhouette 4 transport with Speed 4, the difficulty to move at top speed during a chase would be RRPP plus setbacks from the terrain. That's really hard and most starting characters (we have reached 100xp last night) couldn't pull it off. And going under speed 4 means that you can't do the GtA action on your turn. So you're kinda screwed as the pilot.
So my main question his ? What can pilots do to be fun to play ? (except using the guns since we have more crew then guns)
On a side note, I was wondering if everyone was using RAW for chases.
I feel the difficulty is way too much and that it doesn't feel right. A slower vessel has more chances of succeeding the roll then a fast ship and so win the chase. So how do you guys handle it ? We passed a house rule in our group. We decided that if you failed your roll in a chase, you could either have your ship slow down (affecting the distance traveled on that round) or take Hull Trauma (equal to remaining fails +1) to reflect some collisions with the terrain ; despair results in a minor collision RAW, so you roll a crit against the ship. With that new rule, chases can now look like the Truck chase in the beginning of Beverly Hills Cop where the truck just hits everything in sight but keeps ahead of the cop cars.
I went mountain biking the other day on one hard trail, I was afraid for my life the whole time. Compared to some flat land where I can go full speed, I felt that the difficulty of the terrain had more of an impact on my perception of how hard that ride was (of course, if I had gone full speed on that trail, I would have died right there on the spot). So I'm kinda rethinking the way you calculate difficulty to move in a ship. Base difficulty should be terrain difficulty, updated a number of times equal to half speed rounded up. Setbacks should be from your ship handling (size of ships are usually integrated in the Handling stat to represent bulkiness, so you don't double count bulkiness when calculating difficulty to move) and from some precise random events such as a solar flare, a ship explosion, rain, etc.
Using this method, the difficulty to ride through a dangerous asteroid field (terrain difficulty of 4) at full speed (4) in a rundown YT-1300 (handling -1) would be RRPPB compared to RAW which would be RRPPBBBBB.
Using this method, the difficulty to ride through an evenly spaced ships convoy (terrain difficulty of 1) at full speed (4) in a rundown YT-1300 (handling -1) would be RPB compared to RAW which would be RRPPBB.
I feel RAW makes both places feel about the same difficulty, but in reality, the asteroid field is way more deadlier. And you don't count bulkiness twice.
What do you guys think ?