I'm trying to run a space-opera RPG in Fate Core, and ship-to-ship combat is a central focus. I'm looking to emulate the kind of fighting we see in Star Wars, Wing Commander, FreeSpace, etc, but without getting too crunchy. It should be cinematic, and I'd like there to be some significant differences in the feel of various ships (fighters, freighters, capital ships, etc). I don't feel like aspects and stunts go quite far enough–much of what a ship can do should depend as much on the operator as it does on the ship, and yet surely the ship adds new bonuses and constraints.
I've looked at the Fate Core System, as well as the Fate System Toolkit, and all the options I've found seem a little too abstract for my purposes. I'm hoping that someone else out there has stumbled upon a workable solution to this problem.
So far, the best solution I can find is at
http://speakingofgaming.blogspot.com/2013/05/fate-of-galaxy-starship-rules-for-fate.html Unfortunately, this solution does not include constraints on skill rolls (due to limitations of the ships), or really much in the way of mechanical differentiation of ships.
I'm also interested in the potential of narrative drama that comes with long-range seeking projectile weapons, such as missiles or torpedoes. They represent a threat that is concrete, can be reacted to, and can be anticipated, as opposed to the nearly instantaneous beam weapons that seem to pervade science fiction. Torpedoes can act as a character in their own right, and with the Fate Fractal, it probably makes sense to model them as such.