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Old February 11th, 2008
Atgxtg's Avatar
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Default Spaceship Design and Combat Sneak Peak

I've been working on simple set spaceship rules for BRP, mostly from expanding on the wiki. It covers designing ships and combat, with a Plug-in to use the rule for Mecha.

While the system isn't finished yet, I wanted to post a couple of sample ships to see what sort of reaction it gets, if it look like it is heading in a good direction, and how intuitive it feels to others.

Fist, I did rename the stats to make them more Starship-ish. So insteead of STR, CON, SIZ, INT, POW, DEX, and APP, we have ENGines, DURability, SIZ (hey it worked), TEChnology, BAtteries, MANevering Thrusters (would like something sorter for that, maybe just Thrusters), and ACComdations.

And now onto the samples:

__________________________________________________ __________


Space Shuttle Orbiter

SIZ 8
TEC 6
SPACE 70 [70 used]


PRIMARY SYSTEMS [31] ATTRIBUTES

ENG: 6 AP: 4
DUR: 8 HULL POINTS: 8
BAT: 6 MINOR DAMAGE LEVEL: 2
MAN: 5 MAJOR DAMAGE LEVEL: 8
ACC: 6 MOV: 8 (space units)
Handling: +8%
SECONDARY SYSTEMS[39]
Fuel: 32 SPACE [32] See below
Large Payload Bay- 2 SPACE of cargo [2]
Other special equipment [5]

The orbiter lacks a Sci-Fi type drive to move it around , and has to rely on using lots of real world fuel to do the job. Just getting into orbit uses up most of the fuel supplies, plus exhausting a pair of booster rockets (27FUEL each) and a external fuel tank (46 FUEL) that is larger than the orbiter. By the time it gets into orbit, assume that it has about 13 FUEL left and must spend fuel whenever it wishes to alter it's trajectory or attempt reentry. On the positive side, the shuttle can, for the most part cruise at a high (about 28,000kph) speed until it's orbit decays and it needs to spend a fuel point to keep from falling back into the atmosphere.
If you look at it, it takes 132 FUEL , just to get a 90 ton Spacecraft into orbit with a 2 SPACE just to get a 24 ton (Spaceship SIZ 7/Character SIZ 79) payload into low orbit, or a 4 ton (Spaceship SIZ 6 /Character SIZ59) payload into a geostationary orbit. That's is what makes the exploration of space so expensive.
Just think of what could be done with that ship if it didn't take about 120 FUEL just to get a SIZ 8 (Character SIZ 95) spaceship into orbit. NASA does.

COST: 1.680 BCr. or approximately $1.7 Billion.

__________________________________________________ __________


Eagle Transporter

SIZ 9
TEC 7
SPACE 80 (76 used)


PRIMARY SYSTEMS [42] ATTRIBUTES

ENG: 10 AP: 5
DUR: 12 HULL POINTS: 11
BAT: 4 MINOR DAMAGE LEVEL: 3
MAN: 12 MAJOR DAMAGE LEVEL: 6
ACC: 8 MOV: 13 (space units)
Handling: +15%
SECONDARY SYSTEMS[35]
Weapons:
Laser Cannon (Main Gun) Damage: 2D6, Range: 12, Targeting: +7% [24]
Small Turret Laser: Damage 1D6, Range: 6, Targeting: +7% [8]
Missiles


Modular: Removable 2 SPACE Utility Pod [3]

COST: 2.394BCr.

__________________________________________________ __________


Constitution-class Starship, circa 2267

SIZ 15
TEC 12
SPACE: 135 (130 used)


PRIMARY SYSTEMS [72] ATTRIBUTES
ENG: 20 AP: 5
DUR: 18 HULL POINTS: 17
BAT: 12 MINOR DAMAGE LEVEL: 4
MAN: 12 MAJOR DAMAGE LEVEL: 9
ACC: 12 MOV: 15
Handling: +19%

SECONDARY SYSTEMS
Defector Shield: Up to 6 AP.

Weapons:
Lockheed 554/47 Mark IX Phaser Weapon's System: Damage 3D6, Range: 18 [18]
Type I Photon Torpedo System: MOV 20, Damage: 4D6, GUID: +0% Fuel: 2 [21]

FLT:
Warp Drive (3rd Generation): Warp Factor 6, Emergency Speed Warp 8 [10 SPACES]

Sensors (Range 30/+30%): Improved +6 [3 SPACE], Long-Range: 7 light years [2 SPACE]

Shuttlebay: Large [2 Space]

Teleporters (Transporters): A least a half dozen. [6 SPACE]



COST: 11.75 Bcr.
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Old February 11th, 2008
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Sorry for the brief threadjack:
Atgxtg, did the first two PMs reach you okay? Just making sure everything's working at my end.

cheers!
Colin
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Old February 11th, 2008
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@ Atgxtg:

This looks like a very useful idea.

Right now I have only one remark: It could be useful to differentiate between
necessary crew and accomodations for surplus crew (e.g. medics, scientists,
marines etc.) or passengers.

Last edited by rust; February 11th, 2008 at 21:53.
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Old February 11th, 2008
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Quote:
Originally Posted by Colin Chapman View Post
Sorry for the brief threadjack:
Atgxtg, did the first two PMs reach you okay? Just making sure everything's working at my end.

cheers!
Colin
Oh, sorry, my bad. Yeah, they did. I DL'd them and saved them as text files and then forgot all about them.

Gomen.
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Old February 11th, 2008
Atgxtg's Avatar
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Quote:
Originally Posted by rust View Post
@ Atgxtg:

This looks like a very useful idea.

Right now I have only one remark: It could be useful to differentiate between
necessary crew and accomodations for surplus crew (e.g. medics, scientists,
marines etc.) or passengers.
Yeah, but I just haven't gotten to the crew stuff yet. As it stands currently, there are no crew requirements beyond what it takes to make a skill roll. I'll need to worth something out. Probably based on SIZ and reduced by TEC.

I know I want to make ACC more important and useful the APP tends to be. For instance, living with 400 people on a spaceship with only 1 toilet and one shower probably has some detrimental effects on morale, if not health.

I've just been working on the basic design and combat stuff first. I'll probably end up doing something like comparing the ACC rating to the crew SIZ to get a "comfort level" or some such.
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