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Joscha

Why lose action when overlapping?

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When two plastic bases would overlap you just move the ship until both bases touch.

Because you don't have the possibility to lay down a 2-dimensional shipcard like in Wings of War this is a good rule. Normally we look at the playing surface as 3-dimensional space, so flying across another ship doesn't affect your movement. 'Standing on the same spot' should be possible but that would be too difficult to do in this game.

What bothers me a bit is the rule that you have to skip the Perform Action-step. Why did the game inventors like to give such a huge penalty to the moving ship? (And IMHO denying a ship an Action is huge).

You may say because the pilot is too busy avoiding a collision. But then again the game is 3D, why should the two ships are so close? Maybe they are miles apart on the z-axis.

Or you can say if a player flies that irresponsible he should be penalized. Okay, on the other hand sometimes you can't anticipate the maneuvers of all 4 surrounding TIE-Fighters.

I wonder why they made that rule and would like to hear your opinions. Actually I don't like the rule and consider to let the moving ship still do its action and only limit its movement and choice of targets.

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 Do whatever you want. The game works well with the rules as written, whether you like it or not. It would be a different story if the rule caused a balance problem. But just because you don't like it is not a reason to change it. All rules are an abstraction to one degree or another. It's a game, not a "real" dogfight with "real" *ahem* spaceships.

Do whatever you want.

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2 drivers approaching an intersection.  Experienced driver is approaching the green light and plans to change the radio station as he doesn't enjoy the song.  Rookie teenage driver approaching the same intersection but towards a red light.  The teenager is texting on his phone and fails to notice he doesn't have right of way.  The experienced driver notices the rookie running the red light and is forced to choose between changing the radio station and T-boning the rookie (destroying both vehicles) or forgetting the radio issue, slamming the brakes, and swearving.  The teenager continues through the intersection without ever realizing he almost got smoked.

The entire game is simulating a real time environment.  They aren't taking turns and waiting for others.  Everything is happening at once and pilots are reacting or failing to react to situations.

As for the Z-Axis situation.  This is the explanation for ships not colliding (taking damage), but they still have to be relatively close to each other to fire accurately

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kmanweiss said:

As for the Z-Axis situation.  This is the explanation for ships not colliding (taking damage), but they still have to be relatively close to each other to fire accurately

Ah, this is a good thought. I didn't realize that they have still to be close enough to shoot at each other. For me that seems to be a good explanation for losing the action.

I know it is a game (and a blast don't get me wrong, I didn't want to sound rude). I just found the penalty for overlapping too harsh. Is that just me?

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I don't think its just you. It is harsh.

But I feel it is appropriate. Much of this game is all about predicting the movements of your enemy, and determining how to use the pilot skill order to your advantage.

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 One of my favorite maneuvers is swinging my low-skill TIE pilot into the path where I think an X-Wing is headed, get him tangled up, then cruise in with a second TIE and tear him to pieces.

Use this effect to your advantage!

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