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Old November 21st, 2007
Sven Norén Sven Norén is offline
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Default Brainstorming spaceship design

Here are some ideas cribbed from another thread:

Quote:
Originally Posted by soltakss View Post
I'd treat Starship combat the same as normal combat.

Starships have locations, AP and HP. They have weapons that do damage. They have forcefields that absorb damage.

Sure, there are extra things to think about. You might be able to do Precise Attacks and target particular subsystems (Drives/Weapons/Life Support) you might even have to have rules for what happens if the hull in penetrated, with air leaks and so on. You'd certainly have rules on the number of charges a weapon has, recharge rates, batteries, how much power a ship has and how much can be fed into shields/weapons.

But, when it comes down to it, you have someone with 60% Pilot Starship, someone with 55% Starship Blaster, a Blaster doing 1D10 damage and a Starship with 6 point Hull and 10 HP in every location. The opponent can't dodge a Blaster but can dodge a Quantum Torpedo using his Pilot Starship. Some Starships might have modifiers, one might be Manouverable and give +20% to Pilot Starship for dodges, another might be Tough and have extra APs, another might have resealable skin or whatever.

Anything a lot more complicated than that is going way too far, in my opinion.
Quote:
Originally Posted by badcat View Post
You can give them stats like STR and so forth, too, like in the armies in 'Warlords of Alexandria', or ship 'personalities' like in 'Serenity'. Loads of ideas to get started, anyway.
Quote:
Originally Posted by Enpeze View Post
I think you are right. But one thing you forgot IMO: sensors. To "see" another ship or not is a matter of life and death in some space opera settings. This could be modelled like spot hidden skill or on the resistance table. (eg. sensor power 23 vs. ECM 20 or so)
Quote:
Originally Posted by soltakss View Post
It's easily covered by having a Sensors skill and resolving against a Stealth skill using whatever method is best.
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Ship design is more complicated. I'd treat ships as PCs, whether they are alive/intelligent or not. So, give ships SIZ, CON, INT (?), DEX, POW (?). I'm not sure if they need STR or CHA, but they might be useful, STR might indicate how much cargo a ship can carry.
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AP/HP might be called Hull Quality/Spaceworthiness, but you'd need something like this. Weapons, propulsion systems, power sources, battery stores, cargo holds, shuttlecraft and so on need to be included as well, so you'd need some way of limiting the number of things you can include in a ship, possibly based on SIZ.
Quote:
Originally Posted by Atgxtg View Post
soltakss is right, for the most part vechile combat can be handled like PC combat. Just cut & paste the "flavor enhancers" you need to fit the setting.

BRP actually does that through Superworld. Many superworld powers are built in a manner similar to Chanpions. While a laser blast, Ki Strike, Disintergrator beam, and magentic rail gun are all differernt, the most important game effect are the range, skill% and damage. Much like a RQ hatchet and shortsword are fairly similar in a functional aspect in BRP.

I think the reason why we don't have any rules for statships is just that Chaosium has never released a successful Sci-Fi RPG. Ringworld and FutureWorld were barely blips on the RPG radar. It isn't that Spaceships are tougher to work out than Magic or Superpowers.

I think the best way to handle it, and along the lines of how BRP is being organized, would be to work out a basic Hull/HP, MOVE, weapons, skill based system along sotakss idea (and workable along with the old sailing ship rules), and the work up some SPOT RULES for types fo SF settings. Stuff like different methods of FTL propulsion and all that could be in the SPOT RULES.

Come to think of it, the superpower rules could probably handle spaceships. Just limit the powers availably by the setting. For instance, Star Trek gets teleportation, energy weapons, and forcie fields.

BRP does need some decent SCi-Fi stuff it is is going to attempt to cover the genre, and definitely needs some sort of spaceship rules to do so (hey, they put a spaceship on the cover, right?).
Quote:
Originally Posted by Sven Norén View Post
STR is engines. High STR and low SIZ makes for an agile ship that has a good chance to dodge incoming missiles or feint enemy artillerists, the reverse - less so.
Quote:
Originally Posted by Rurik View Post
INT could be the 'intelligence' of the shipboard computers (how advanced they are), while POW could be the robustness of those systems. HP would represent physical damage, and POW Pts./MP could be used for Electronics damage (computers, sensors, etc).

Electronic Warfare or Sensor tech (or even shield systems) could be the 'Magic System' of starship combat.
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