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Rather like BRP/RQ itself, it's best for one-against-one, or up to about half-a-dozen a side. So the players could have a fighter each, or all-in-one, or whatever. IIRC, it's quite difficult to completely destroy ships - aiding character survivability! As I said before, adding-in complications (like crew skill-rolls) should still end up with a fairly simple system, as it's so simple to start with. I did a similar thing a few years ago when adding skill-rolls into an on-line 'EnGarde!' combat program - and that's a similarly diceless combat system. |
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General Heads Up for Everyone:
Okay, before we get into the nuts and bolts any futher, I just want to make it clear that this is brainstoriming. I might express preferecnes, but, especially at this stage in the design process, any one take is as good as any onther. Left-to Right, Right to Left, whatever. So I'm mostly throw out a lot of options. Just wanted to get that out there. Quote:
THe whole +8 doubling thing would be for IF we give a ship a number of SPACES to put in shipboard systems. So a SIZ 18 ship would have twice as many SPACES as a SIZ 10 ship. Quote:
I was thing Power Point/Magic Points were simply reserve power that was used to boost or reinforce things, like in many Sci-Fi shows, while the POW attribute is the generators. So I was only tracking spare energy. What I'm thinking is that we could simply assume that power isn't a problem, UNTIL the ship gets damaged and then suffer the effects of reduced power. In some cases we could allow for "brownout conditions" Many devices will work at reduced capacity if given a reduced charge. That works great with Magic World type powers doing double duty as high tech weapons and shields. Lose some power and the shields get weakened. Or we could simply restrict the number of systems usable at one time. For instance, what if the total number of "items" a ship could power at once was equal to it's POW attribute.? Damage tot he generators could reduce the POW score, and force the players to decide just what systems to turn off. Quote:
Or you could go with the way it is handled in Decipher's Star Trek RPG. Life Support is treated like hit points, and takes damage. In that game you can reroute power from one system to another, reducing one score to raise the other. Sort of like lowering CON to raise STR in BRP terms. Or you could treat it as Life Support damage, give the shipa battery with a time limit, rather than in points, and force the payers into either repairing the generator or putting on their vacc suits while the run the engines. Itn't it amazing how in SciFi no one even seems to use a Space Suit or the facilities of a life boat/escape pod when life support is on the fritz? Don't they have safety regulations in the future? ![]() Quote:
Plus this way I've got other people to shoulder the blame when other people STILL don't like it. Quote:
It does slow the game down, forces to track Energy expenditure in minute detail (and most people don"t like the Fatigue rules, and those are a lot simpler). It isn't the only way to do it, and doesn't really fit Star Trek to well either. The only time power is ever a factor ion TV is when something has happened to the ship and it suddenly doesn't have enough to get by. Typically that means it has taken battle damage, or under some weird power draining effect. Several RPGs don't track power, but simply track damage. Power outage could be such a damage (we could use adapt the BRP major woudnd chart if we wanted to). Quote:
[quote] Has anyone got rules for Babylon 5/Star Trek/Star Wars ship stats? It doesn't really matter what the system is, things should be easy to convert as long as we have relative values. [quote] I've got several. A couple differeent Star Wars Games, 3 Star Trek RPGs, Traveler, and three or four more. Stuff! is a good supplment for working up practically anything. Quote:
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(Continued in next post...] |
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Continued from previous post (I hit the 10K limit again!!!)
![]() I guess we can call it the atgxtg barrier. ![]() Quote:
I got a lot of fre stuff from Drivethrurpg, but haven't gone through them yet, some of them may have ship design rules.[/quote] STARSHIPS-Is the Starship design book for Decipher's Star Trek RPG. Since the RPG focuses on character scale rather than spaceships it has a few things that would make it useful for our nefarious purposes: Starship Design -Each ship has a SIZE rating that indicates how large and massive a ship is. This is an increasing scale, so that a SIZ 6 Constitution-class Crusier is much much bigger and massive than, say, a SIZ 2 shuttlecraft. -The Size of the ship determines it base number of hull points and the number of SPACES inside. While Hull Points are simply 5xSIZE, SPACES increase on a non-linear scale. You can even trade off Hull Points for SPACES and vice versa. -You then buy components such as Engines, Life Support, Sensors, FTL (Warp) Engines, Weapons, and Shields for the ship. Generally the better or more advanced the technology the ,more spaces it will take up. One neat thing about this approach is that it allows us to easily modify ships by setting simply be switch out components. For instance we could work up a Jump Drive and use that instead of a Warp Engine. -Most of the book is taken up with ship writeups for the RPG, with only the first dozen pages or so comprising the ADVANCED starship design rules. So design it quick and easy and easy to swipe. Gameplay -For one thing the starship combat rules are abstract. Ships don't move on the battle board, but are tracked in range bands (like being a short or long range). -Each turn a ship can conduct two maneuvers. There is a bunch of maneuvers in the game, and they require a skill test to perform successfully. There are three types of maenuver, Helm, Tactical, and Command, and each one is modifeid based on the ship's rating in that area. So nimble craft might be better at helm manevers, while flagships could be better at coordinating Commad maneuvers. -The whole heart of the ship combat system is the maneuvers, and they are easily adaptable to BRP. For example a Close MAneuver will move a shipone range band close to another ship. A Fire (Weapon) maneuver is an attack, and so on. You can pull off some rather fancy stuff too. For instance a Strafing run lets you move in close, fire weapons, and then keep going, moving farther away. Stuff! Stuff is a supplment for the EABA RPG. Stuff is fairly simple and lets you design anything from a pocketknife to a battle tank, to a starship, to a T-Rex, to an alien civilization. If you are familiar with the system, you can build a "ballpark" writeup of something on the fly, If you feel like using the advanced rules, and spending a few minutes, you can get a more "accurate" version, that will probably only be a point or three different. Stuff even has conversion notes in the back for using with other RPGs. The only hard part would be to work out the BRP conversion. |
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Yeah. THat's why I'm gonna work up a sclae. It's either that or just deal with big number on the ships. Something like x10 or x20 could work, if we design it right. If I knew the SIZ chart and sample vehilce Hit points from BRP I think I can work out a scale. I'll flip through CoC and see if I can reverse engineer it. Ideally I'd like to come up with something like x10, x20 or such. So a CON 12, SIZ 12 spaceship with 2 AP and 12 hit points might translate to SIZ 240 with 40 AP and 240 hit points. Plus smaller numbers and scaling help to keep the category modifers from domination the ship skills. |
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Well, I've been looking over the SIZ chart from CoC 5th edition. Interestingly enough at SIZ 300 and beyond the relationship between SIZ and mass is that SIZ=1/10 mass in tons.
They also messed up the metric ton portion (the masses should be twice the values given). So that makes scaling spaceships pretty easy, since anything over 3300 tons/3225mt would convert at a 10-1 rating, giving us a nice linear formula to use. So we can use a x10, x100, or even x1000+ scale from ships to characters. Doesn't get much easier than that. If we go with the 989,000 mt mass for a Constituion-class (Star Trek TOS) Starship, that comes out to SIZ 101,185 (we could probably just round to 100,000 for our purposes). If we got with a 1,000 to 1 scale, then a Constitution-class starship would be SIZ 100, just where soltakss puts a Heavy Crusier! With a Galaxy-class Starship from Star Trek TNG having a mass of 4.5 million metric tons, for SIZ 460,395 (we could round to 460,000), even 1000 to 1 would give us SIZ 460! So at this scale, interaction with characters, unless we are talking Superman level, and that the "wimpy" post crisis one.), would be limited to said characters cutting holes through the hull and so forth. Smaller ships would be the only ones worth having a direct coversion for, at least according to the CoC scale. |
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Once you have decided on a scale or framework, then it is easy to slot different types of ship in. You just have to decide where a particular ship fits into the scheme of things. If you have a set of relative values for each SciFi Setting, you can slot other ships in according to their relative ranks. Quote:
Each class of spaceship will be different - the Star Tek ships have different classes to Star Wars Imperial Cruisers or Mimbari Cruisers or whatever. Quote:
Mile-long starships are probably just too big to be picked up by anything. |
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