A View of Ship Combat

By Michael A. Surman ·

TML message #3013From bundle 245

I sent this a couple of days ago but it seems to have fallen
off the end of the cable! So here it is again.

>From: George William Herbert [email removed]
>Subject: (3004) Simplified Ship Combat System

>From: [email removed]
>Subject: (3005) Ship Combat and design

>et al.

One of the more interesting role-palying games I have, and like,
is Space Opera by FGU. Speaking from memory, which has been known
to be faulty :-), the starship combat system seems to be what
everyone is writing about. It's not perfect but it did include
damage to various ship systems, in more detail than what is in MT.
Damage resolution was setup as cascading tables. The first table
included major systems like engeering, bridge, weapons and such.
Then each major system had a table and in some case there were
subtables from the major systems. Damage was computed and determined
by another roll and if a system wasn't destroyed outright, hard to
do, it was given a repair time and difficulty level depending on
character skill and facilities available.

On another note, the group I play with here really doesn't care
about starship combat. If I'm GM'ing a game and I include a
combat scene I know what the outcome will be, unless of course,
the players do someting totally off the wall (which has been known
to happen), and I play the scene to include the appropriate
characters and their skills. I reslove damage on what I had planned
to happen. For me, it's much easier this way.

Mike Surman

PS:
If you haven't seen an FGU game, by all means, take a look at one!
It adds another meaning to the word complicated.