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Here are some ideas cribbed from another thread:
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http://basicroleplaying.com/forum/br...ip-design.html
Started an article in the wiki. We can discuss it here, and improve it there. I think the ideas are very good! ![]() SGL.
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116/420 (gave away one!). Ef plest master, this mighty fine grub! |
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Started going through MAgic World to try and get POW and ship systems stuff.
For instance Deflector Shields can be the same as a Protection spell, and Countermeasures could be the same as Countermagic. Considering the nature of ship combat. It looks like most Resistance rolls to "cast a spell" (engage in electronic warfare) on a target should probably be made using INT rather than POW, with POW simply being the battery used to power the effects. An option would use INT vs. INT, but allowing POW to be spent to boost an effect. Like using raw POW to burn through enemy countermeasures/magic. A ship can only use an amount of abilties equal to half its INT rating, representing the CPU resources needed to work the effects. Some effects could be limited, for instance a ship with a 12 INT might have Teleport 1 representing something like personal tranporters. Scale- Can probably use some sort of scale factor for translating effects to PC scale.So a SIZ 3 ship might be SIZE 45 or 60 in character scale (I need to see the BRP SIZ chart before I can figure what ratio) with corresponding mass, hit points, etc. That would allow a SIZ 13 character to fit in a SIZE 3 ship, and said SIZ3 ship to have a kit ore Hull/Hit Points.. |
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Power Points can be used to power the shield (aka protection/damage resistance) and energy weapons (aka disruption & other damage "spells"). Battery capacity in other words.
Using POW would burn out some of the power grids, but give a greater boost short-term. SIZ should limit both the cargo and the crew. Weapon systems, engines and battery systems can all have SIZ requirements. So f.ex. a SIZ 1 ship can carry and offer life support for one man, but no weapons or cargo, etc. SGL.
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116/420 (gave away one!). Ef plest master, this mighty fine grub! |
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I'd limit the number of external devices to SIZ, the old hard-point (?) in Traveller.
POW gives the recharge capacity of generators etc, but I'd allow batteries to store PPs (Power Points). Guns, Shields, Warp/Jump Engines, teleport devices, life support etc would all use PPs. This means that your tactics are determined in part by the amount of power you had available. So, perhaps, each gun would use a number of PPs, depending on its damage, basic ship functions might use a set number of points per hour, shields could run at 1/hour or Shield rating / 10 per hour, or something similar. You could even say that some types of shield use extra PPs to absorb big hits. Movement would take PPs depending on the SIZ of the ship, INterstellar travel would be similar, but depending on the mode of travel might be single jumps, costs per hour or whatever. Ships would have skill bonuses, as specified, but also semi-intelligent ships would have skills of their own. So, a ship might have Blaster 50% and be able to engage in combat itself, but a Weapons Officer might have Blaster 75% and take control in combat situations. You'd probably need some guidelines on SIZ to show what SIZ certain types of ships would have. Off the top of my head, and completely arbitrarily: Escape POD: SIZ 1 1-man Fighter: SIZ 10 2-man Fighter: SIZ 15 Shuttlecraft/Runabout: SIZ 25 Small Merchantship: SIZ 40 Small Cruiser: SIZ 50 Medium Cruiser: SIZ 70 Large Cruiser: SIZ 100 Battlestar: SIZ 200 Death Star: SIZ 300 That way, you could design your ship and refer to the standard templates for comparison. STR - Use this for propulsion, by all means, but this would probably be normal propulsion, not Warp Speed/Hyperspeed/Jump/Interstellar-Drive. I know this is BRP not RQ, but there are good rules for ship design in the Mongoose books, Pirates has a couple of good ideas. |
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I have been working on a method of giving ships SPACES, based on SIZ that can be spent for components, crew quarters, cargo spaces, shuttle bays, etc). Just need to see the BRP SIZ table so I can work out the relationship. I've got a relationship for RQ3, but not sure if they are going to use the same formula. I was thinking of keeping the values in ship scale a bit smaller. Like a Medium Cruiser would be say SIZ 10-13. That way we can keep things in about the same range as PCs. . Most of the BRP stats work in relation to each other (at least the way I'm imagining it), so keeping SIZ low allows us to keep all the other stats centered around 10. Smaller values would also allow us to use ship scale weapons that do 1d4, 1d6, 1d8, etc for damage instead of needing handfuls of dice. Plus, all the swiped Magic spells like Shields/Protection are easier towork if they are in that scale. Basically I'm thinking that the hull's APs and Shield (Protection Spell) would keep ships from being destroyed easily. |
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What I was thinking of was going with the idea that ship can generate enough power to operate all it's systems, and PP are just the auxiliary batteries that get used in emergencies (such as combat). POW would represent the generators ability to restore PPS while running the rest of the ship. Perhaps we could work up a minPOW requirement based on the number of systems, and allow for combat damage to affect ship stats. So a ship that runs below the min POW would suffer in performance. I just don't want to track Energy Allocation to the same degree as, say, Star Fleet Battles. I'd rather not have to track PP for life support, and just put stuff like that on hit location or critical tables (both of which could be optional) Quote:
1)We could base the rating on the number of spaces allocated to the AI Gunner, say 5% per SPACE used. 2)We could use the Ship's INT (A.I.) based IDEA % as the total amount of percentiles that can be broken up and used as skill points. So a ship that multi tasks (autopilot and gunner) wouldn't be as effective at either. 3) Spend PP to put "Beamsharp" or some such on that weapon. And yeah, we'd need a better name that beamsharp, probably call it "weapon targeting system" or some such. Quote:
Agreed. I started working on something like this, but built on a differernt scale to keep the math and bookeeping down. Quote:
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I've been thinking of looking at Decipher's Spaceships book for Star Trek, and BTRC's Stuff! book. Both have very simple design rules. |