Quote:
Originally Posted by
fredmiracle
All these can be left to "player's discretion" but maybe it would be helpful to have some guidelines...
I think the solo rules should provide guidelines on such matters so players can have some consistency throughout a campaign. Player discretion comes in when the AI mechanism proposes something that just doesn't make sense given what is on the table. If discretion is used too often, however, one might as well simply play both sides. I have often had the AI mechanism do unexpected things, and that is what made the games fun. I expected one thing, and another thing happened. Only when the mechanism would have resulted in a plane flying off the board unnecessarily, for example, did I overrule the AI charts/rules.
I look forward to reading what you think about grappling and boarding. I suggest some type of die roll with factor modifiers - simple and quick. For example, on a 5 or 6, board. For every two crew counter advantage, add +1 to the die roll; for every … add …
Here is an example from OTT regarding crashing/wound effects. This type of mechanism is quite easy to navigate and takes minimal time to resolve:
Resolution of Crashes/Wounds etc
This is how we resolve what happens when a pilot is shot down, crashes, or, is wounded:
Updates in Red are applied to Mission 9 onwards
Roll 2D6
Crashing and wounded Effects Table:
2 or less - Dead!
3-4 - Severely Injured - Skip 1D6Scenarios
5-6 - Injured - Skip 1D3 Scenarios
7-8 - Bruised - Skip 1 Scenario
9+ - All well when you land well!
Modifiers to dice roll:
Ace: +2 ------------------------Your pilots skill helps his landing
Exploded: -3 --------------------Boom card drawn for any reason - overrides flamer/collision
Flamer: -2 ----------------------Downed by fire or downed whilst burning
Collision: -2 ---------------------Downed due to Collision
Shot Down -1 -------------------Just shot to bits!
Wounded: -1 per wound ---------Receive 2 wounds & you're shot down
Landed safely in Aerodrome: +3
Crash landed in No Mans Land or Sea -1