Quote:
Originally Posted by Joseph Paul
You can scrap making it consistent with the rest of the game. The game stats for vehicles are not consistent in themselves already. A vehicles or SF supplement would be the way to go with people overwriting the inconsistent material already published.
|
Well, I sort of already have a vehicle write up system that gives decent results. At least they match up with the results in BRP and are internally consistent. It really only has a few minor problems that I hope can be worked out once BRP the Handling/Maneuver thing is worked out. I even have formulas that work for SIZ, hit points, and APs that fit within the system.
As it stands now, you can write up most real world vehicles in game terms in a couple of minutes. Or design something from scratch in a little longer. If you want I can send you a copt of the current "quick write up" rules for vehicles. A few people have tried it, and it has held up fairly well so far. I even got a decent batmobile out of it.
What I am hping to do is to make the spaceship rules combatable with my design rules. So far, it has worked. Just that I need to get the scaling down. A Space:1999 Eagle works out fine with the vehicles rules, but is a small enough ship (estimated SIZ109) that it can stay at PC scale. Something like the
Galaxy-class Starship from
Star Trek (estimated SIZ 29,032) might benefit from a 100:1 or even a 1000:1 scale.
Something like 29 kilo-SIZ points (kSIZ) might be a way to scale it without scaling.
For instance, if a Type X phaser did 1D10kilo-Damage points it would be easy to use and on character scale.
The trouble area would be things like starfighters and shuttlecraft. Small enough for normal scale, yet in some settings capable of hurting big ships. Probably just need to tweak the special or critical hit rules to let then to 1kHit Point against bit ships as long as they can do a certain minimum. So X-Wings can "damage" Star Destroyers.
That's the direction I'm heading towards. It certainly isn't the only option, but seems like a good way to keep everything internally consistent, and doesn't require rewriting the BRP core rules.