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Prime Helix
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Message #30968
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Topic: Prime Helix (Read 7130 times)
timcrall
Jedi Master
Posts: 431
Re: Prime Helix
«
Reply #300
on:
March 07, 2019, 05:14:50 pm »
Spoiler: various things
(hover to show)
I botched the initiative order - that's on me. I'd rather move forward than backward, though.
I've been consistently letting people jump into fighters with a single move action. And almost without exception, in the source material, anyone can jump into any ship sitting around in a hangar bay and take off in it. Nor am I going to allow you to retroactively take precautions that you now find like obvious things that should have been done.
As far as the shields go, ships in Star Wars do not routinely fly around with them on. I don't know why. It makes no mechanical sense not to have them turn on when you first start up the engines, as far as game mechanics go. ICly, supposedly it requires too much power to run them all the time or something. But for the freighter here, I see it like the lights in your house when the circuit breaker gets tripped. When you flip the power back on, those light switches are still in the "on" position, and they come back on. Granted that assumes the shields are controlled by analog controls rather than requiring the computer, but I think that's consistent with the source. Also, it doesn't matter at all, because the freighter had only 1 HP and was easily disabled again, shields or no.
As for operating the ship, the Pilot and Copilot positions can only be filled by someone in the cockpit. The Gunner and Chief Mechanic positions can be filled by someone in the gun turret or the engine room, respectively. I'd probably let Systems Operator be done by anyone at any computer terminal. The ship absolutely wasn't going anywhere Blaze didn't pilot it to as long as he was the only one in the cockpit.
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Message #30968