Yeah, that’s my main issue. The rest is mostly “garnish” when my mind wanders.
How about instead of average difficulty, use half of targeting silhouette (rounded up)?
It’s pretty much the same formula as difficulty for piloting checks, and pretty much the same value (silhouette-ish) so, not making things more complicated than they already are. Difficulty stays roughly the same, with winners being the smallest blaster cannons upgrading once and the losers being turbolasers and the like upgrading thrice. Pretty much everything else stays the same (off the top of my head, the only things with TS 7+ are battleship ion cannons, which would be quite a fringe case here).
I’m still considering wether personal scale range has too much of an effect here, and, assuming most armed (and armored) vehicles have decent gunsights and limited visibility, they should be at a disadvantage up close instead. While this would perhaps be more realistic and give infantry incentive to close with vehicles, it would probably also mean that vehicles would do their damndest to kite people on foot, staying as far away from them as possible. With the abstract movement and range system even the slowest vehicle can do this with ease, which perhaps again is realistic, but it’s not cinematic.
So counterintuitively if you want plucky heroes desperately fighting the armored behemoths of the enemy at point blank range in good old matiné space opera style, maybe it’s better to just give vehicles the incentive to close to suicidally short ranges. I mean, TIEs strafing ground targets should be close enough to return fire with a blaster pistol and if an armored behemoth doesn’t get close enough to board it with a thermal detonator, then what’s the point of it.
…
Tangentially related, how do shooting at personal scale targets from planetary scale ranges work? Just considering it extreme range seems simple and reasonable, assuming there is a way to even detect the target (forward observers, powerful optics, sensors). The check at extreme range would be pretty hard, but not so hard that it’s not worth trying, and not still terrifying to be on the receiving end of.
…
Also, somewhat tangentially, with planetary weapons vs personal targets comes upgraded difficulties and that means despairs. I’ve been thinking about what kinds of fun and interesting consequences these inevitable despairs might mean for the firing vehicle, particularly if it’s plugging away at targets from relative safety. The gun jamming/running out of ammo is a classic but can be overdone.
*Collateral damage is always fun. A missed shot is quite likely to hit something else, possibly of value to someone.
*Terrain modification. Heavy weapons are invaluable tools for the indiscriminate and possibly unintentional landscaper. Blowing a crater in the ground might provide a place to take cover for the intended targets. Blowing a hole in the wall might give them an escape route. Knocking something down might block the gunners line of sight.
*Overkill vs battlefield awareness. A that only sees a smoking crater where his target used to be might assume that the target has ceased to be and move on with his life convinced that nobody could’ve survived that. Works well with npcs shooting at pcs and is good way to end an an encounter that is going unexpectedly bad the pcs. Not all players are fine with just “playing along” with being told that the enemy got killed by an obviously failed check and will insist on “making sure”, but as a GM, you can usually still work with that.
I’m glad we’re on the same page here. I haven’t come up with a solution I can confidently say
I think is better, they all come with their own issues, and I’m you sure you’ve already considered a lot of them beforehand.
I’m pretty sure there is no perfect solution, but I’m going to stab away at it until I come up with something I feel is outright better or I’ve convinced myself that this is the best (or least worst) option.
Other ideas I’ve considered but (mostly) discarded as unfeasible or unneccessary:
*Vehicle weapons having “reversed” personal range (ie if it has medium plantary range it can only be used at medium personal range or longer, and optimum range (easy difficulty) is at extreme personal range and increases as you get closer). Might have some merit, but as mentioned above, it might also acheive the wrong thing.
*Inaccurate rating based on TS against personal scale targets. Needlessly convoluted and makes one stat do two similar but different things, which is just confusing.
*As difficulty against small vehicles is based on speed, increase/upgrade difficulty vs personal scale targets for every move maneuver taken by personal scale target. Also means that running out in the open is far safer than taking cover.
*Planetary scale blast reaches to short personal range, so reduce difficulty or reduced cost to activate blast on miss against personal targets. Might be needlessly complicated and too powerful though.