Re: How To Run Interesting Starship Battles
I guess the issue here is options; every character needs to have them. The gunner's job is going to be pretty boring unless he a) has lots of targets to prioritize or has different weapons to employ. Option might actually be the way to go. Hero can support a wide range of interesting weapon effects aside from RKAs. There could be shield suppression torpedo warheads, 'entangles' that disrupt the opposing ship's warp drives, energy web projectors that make force walls, and so on. If there are limited quantities of any of these on board, then that adds another layer of decision making, and if the weapons officer is fighting with the helmsman for 'more power!' then that's another.
Most starship combat games are pretty boring when it comes to weapon diversity. SFB in particular was guilty of this. Energy costs, accuracy, rate of fire, and damage all varied, but in the end they all just marked boxes off the other ship's SSD. That's why I eventually settled on playing Tholians; I wanted to be able to do something besides just take another shot at the enemy.