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@ Atgxtg:
Thank you very much for the detailed answers ! I will raise the Hit Points for vehicles with futuristic materials somewhat to give them the same number of Hit Points vehicles with conventional materials do have. Unfortunately I cannot write much about the Handling numbers. The vehicles of my setting are almost all computer-operated, and I have not yet decided how to determine the relevant skill levels of the "flight" computers used, and how to give the characters an opportunity to use their own skills despite the computer's "superiority". I am eagerly looking forward to your new material. |
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Thanks for the detailed feedback. It helps me adjust the values. I built this on a couple of dozen examples so every new vehicles is another test case.
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For something that can perform some task on it's own, we thought of using twice the bonus as the skill for something like an autopilot. So if a high tech computer assisted craft adds +20% to Handling, then it would have a skill of 40%. That is just the idea that we came up with. Like all my mods it's nothing official, just an idea. Okay, I got a "official reviewer" if I decide to go pro. ![]() Hope my future work doesn't suck. ![]()
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I have just finished "translating" some civilian antigravity vehicles, with this
Skimmer a typical example: Grav Skimmer Mk. I This is the colony's standard skimmer, it can carry the pilot plus 5 passen- gers or 1 ton of cargo, has a range of 3,000 km with a standard energy cell, and is outfitted with a flight computer, inertial and satellite navigation systems and a long-range communicator. Weight 2,000 kg / SIZ 51 Hit Points 51 (built as "airship") Hull 10 mm Aluminum / AP 13 (without the -10 for civilian vehicles) Top Speed 200 km/h / MOV 170 As you see, the AP is somewhat high for a civilian vehicle, but this is very welcome, as this skimmer has to be able to withstand ocean landings in a rough sea. The skill system I am currently working on has a root skill maximum of 60 %, and I have decided that this is also the maximum performance of a flight computer. Using your proposal, it would give either a skill bonus of + 30 % or fly the craft itself at 60 % - which means that even an unexperienced person should be able to fly the craft under routine conditions, while severe weather conditions could be a problem even for an experienced pilot. Of course, I cannot compare your numbers to any real vehicle in this case, but they make sense and work well within the framework of my setting. |
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I just "translated" two airships, one designed after Nobile's "Italia" and the
other after the modern "Stratellite", with your system. In both cases the stats seem to fit perfectly, although the Handling is still a problem (because it is done mostly by the flight computer), and I was somewhat at a loss with the AP value (which I finally decided to put at 8, because of the modern self-sealing materials of my setting). |
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Some suggestions: If it is an advanced setting, you might want to assume they have something better than aluminum and sneak up the AP a little. Perhaps they have crush on impact fenders that work like ablative armor (extra hit points). Self sealing: Sounds to me like the ship can do First Aid on itself.
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semi-liquid substance. When the "gasbag" is damaged, this material leaks out and begins to harden in contact with oxygen. This is sufficient to "heal" bullet holes or other very minor damage, but of course it is useless against any serious damage. Thank you for your suggestions ! |
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