"Fullthrust for Star Wars Some question" Topic
9 Posts
All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.
Please don't call someone a Nazi unless they really are a Nazi.
For more information, see the TMP FAQ.
Back to the Star Wars Message Board Back to the Spaceship Gaming Message Board
Areas of InterestScience Fiction
Featured Hobby News Article
Featured Recent Link
Featured Showcase ArticleThe Editor snaps some photos of the pre-painted Middle Eastern infantry from Mongoose's new game, Battlefield Evolution.
Featured Workbench Articlecombatpainter has been watching some documentaries lately set in the Western Desert, and was inspired to create this...
Featured Profile Article
Featured Movie Review
|
Louie N | 28 Mar 2017 4:49 p.m. PST |
Hello All, In contemplating some Fullthrust conversions for Star Wars some questions have come up and I wanted to solicit your opinions. I hear everyone has one. :-) 1. Should Stars Wars fighters track Endurance. Their engines don't run on fuel that I am aware of and lasers don't need more ammo. Only the Torpedoes are limited on most designs. 2. Even if we should not track Endurance for Fluff reasons should we because of game balance. 3. Do Star Wars ships have dedicated Anti fighter weaponry. It seems like most weapons can fire in duel modes. Heavier weapons having a harder time tracking small stunt fighters. Still I do not see the appearance of banks of Gatling lasers or something.
vs.
4. Any other thoughts in converting Star Wars to Fullthrust. Thanks |
Mako11 | 28 Mar 2017 7:40 p.m. PST |
I wouldn't bother tracking endurance. Unsure on the other issues. There's a Silent Death variant for SW, as well as of course, X-Wing |
comstarhpg | 29 Mar 2017 1:18 a.m. PST |
Hi there:) Im in the process of doing a full thrust game for star wars. I would use endurance for fighters because it will unballance the game if not. I'm also doing a build system for fighters as lots of fighters are very different to each other. Also Class 1 batteries can shoot fighters but are not as good as PDF's Which would suit larger ships. But of cause fighter screens are a really required for capital ships protection. Area defence systems work well for smaller support ships and they would have point defence fire as they don't carry fighters. Cheers Matt |
JCBJCB | 29 Mar 2017 9:11 a.m. PST |
Episode IV shows the deck crews on Yavin detaching hoses that look, act and smell like fuel lines, FWIW. |
boy wundyr x | 30 Mar 2017 6:51 a.m. PST |
IIRC the Lancer frigates were noted for having dedicated anti-fighter weaponry. |
TheBeast | 25 Apr 2017 11:14 a.m. PST |
Late to the dance, but, besides all evidence to the contrary, I consider Star Wars to be ungame-able fantasy. How about that for contrary? ;->= Now, the show has some fighters making interstellar journeys. Others, are 'short-ranged fighters…' Endurance doesn't have to be just fuel; overall health, besides and fire damage. You can even assume wear and tear from combat maneuvers. You can JUST have Imperial fighters use endurance, but in overwhelming numbers, if you must be true to the fantasy. …and smell like fuel lines, FWIW. Wait, does the 4K version include Smell-o-Vision?!?!? Doug |
comstarhpg | 26 Apr 2017 6:17 a.m. PST |
I agree Doug that all the fighters have a varing degree of complexity but it should be playable with full thrust :) I've done simular retro with B5 which works very well. I'm currently building Revels small Star Destroyers all five of them! Nice little kit and Tony at Brigade is sending me some old Eurofed ships which are a good match for Clone Wars Republic SD's. A little bit of fantasy with my sifi goes well sir :) |
Mako11 | 27 Apr 2017 2:43 a.m. PST |
IIRC, Imperial Fighters (at least most of them), are not jump capable (Vader's fighter excluded, as well as probably the Tie Defenders). Rebel fighters are. |
comstarhpg | 27 Apr 2017 3:31 a.m. PST |
|
|