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Post by robertthedamned on Feb 21, 2011 21:17:24 GMT -5
Hi all, just had the crazy thought of using CB to replicate fighter battles. Specifically star wars fighter battles. I think a lot of the game would work as is. Wondering if anyone else has started work on such an idea? Obviously fire arcs would have to be tightened to be very narrow for fixed weapons and to make the game more about manoeuvre. Maybe make the rebel fighters battleline (as they have the astromech droids), obviously they get shields and FTL and the imperials don't. Most fighters would probably weigh in as DD or CL with maybe things like the millenium falcon being BC or there abouts. So anyone else think this is a good idea or am I mad?
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Post by warchariot on Feb 21, 2011 21:19:00 GMT -5
Your mad, but it's still a good idea!
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Post by toaster on Feb 22, 2011 2:17:57 GMT -5
Its been done with Full Thrust so it must be possible with CB, it's crossed my mind also and I know I'm mad so you must be also.
Robert
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Post by TheDreadnought on Feb 22, 2011 9:55:25 GMT -5
Wow! Interesting. But yes. . . I think it could be done!
Hmmm. . . might even be an idea for a 'fleetbook' someday.
But. . . got plenty on deck now. . . so don't wait on me.
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Post by robertthedamned on Feb 22, 2011 18:15:55 GMT -5
I think the main hurdle is sorting out sensible fire arcs for fixed weapons, something I think CB needs anyway, as most fighter type craft have forward fixed weapons. I've got a bunch of ideas already I'll try and write something vaguely useful soon.
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Post by warchariot on Feb 22, 2011 19:31:19 GMT -5
Its been done with Full Thrust so it must be possible with CB, it's crossed my mind also and I know I'm mad so you must be also. Robert I've played the FT version of SW fighters, and it does work okay. I do think CB would be easier to convert and would work better. The fire arcs might work as is if all ships only had a forward arc, except those few 360 guns. And yes, I'm mad alright, but I prefer being called crazy...lol
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Post by toaster on Feb 23, 2011 13:44:41 GMT -5
Here's how I remember the firing arcs working in Renegade Legion: Interceptor. One problem with 6 point movement was that you could be in range but unable to get in arc due to the limits of the hexes but with CB's shorter ranges that shouldn't be such a problem Robert Attachments:
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Post by fastgit on Feb 23, 2011 19:19:38 GMT -5
This is an interesting idea...
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Post by robertthedamned on Feb 23, 2011 21:12:57 GMT -5
Here's how I remember the firing arcs working in Renegade Legion: Interceptor. Cheers for the diagram, I was thinking of something similar to the 'fuselage' arc for all forward fixed guns, as in starwars things seemed to be pretty much focused in on a central ranged point (like WW2 fighter plane machineguns). I do still want that to be an issue actually, so the game is about out manoeuvring your opponent rather than anything else, though I have played some 2d games like that which ended in a lot of circling and few exciting explosions.
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Post by toaster on Feb 24, 2011 0:09:02 GMT -5
The port and starbord thing gives you a bit more leeway with your manouver at the cost of not being able to bring all weapons to bear, makes a nice design trade off. also represents advanced weapons that have a limited ability to track the target as is currently being postulated for future fighter aircraft.
Robert
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Post by warchariot on Feb 24, 2011 19:19:03 GMT -5
The fighters should be able to turn better, so maybe the RDF rule should apply to all fighters. You could have some other roles, heavy fighters, recon, whatever.
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Post by toaster on Feb 24, 2011 20:56:45 GMT -5
I don't think that RDF need be applied universally, since were rescaling the game to fighters it all evens out and RDF can be used to represent the super manuverable space superiority fighters, battleline would represent strike fighters, defender would be the high surviability (A10 anyone) models, scout would cover recon and carrier would not be used. If full scale ships were to join the fighters on the board they would be multi hex models that turn only once every 5 or more turns (I know that that scentance makes no sense in english but you know what it means).
Robert
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Post by warchariot on Feb 24, 2011 23:35:19 GMT -5
It might be worth a try. I just wonder about restricting the turns and the fire arcs both. It might give the ship that moves last too much of an advantage. For more manuverable ships, you could allow more than one hexside turns in the same hex.
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