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<blockquote data-quote="gamerprinter" data-source="post: 8539143" data-attributes="member: 50895"><p>Not to brag, but <a href="https://www.drivethrurpg.com/product/239322/Starships-Stations-and-Salvage-Guide?src=hottest_filtered" target="_blank">Starships, Stations and Salvage Guide</a> by Edward Moyer (and a lot from me) was kind of like our Starship Operations Manual, with rules for space stations (before Super Colossal existed, which kind of supercedes it) and rules for Salvage. It's got 47 bay options, some of which have Paizo versions, but not when this was released about 7 months after Starfinder release. It was the #1 Starfinder product on DTRPG for 6 months, and still a Silver Seller. I'm proud of that one.</p><p></p><p>One of the alternate rules I had to include was a more sensible way to handle cargo bays. What I mean is by RAW, a cargo hold only holds 25 tons, while this works for small/medium ships, maybe, for a Bulk Freighter that uses all 10 of it's available bays as cargo holds - this huge ship can only hold 250 tons of cargo (huh?) So what I did, created a formula to determine how much cargo by tons can be held based on the size of the ship. Another rule allows Tiny ships to have a bay slot, at the cost of speed and maneuverability, that is 10 x 10 x 10 in volume and can hold 25 tons of cargo. A Small ship can hold a 20 x 20 x 20 space per cargo hold, meaning it can hold 200 tons of cargo. So a Bulk Freighter with 10 bay slots for cargo can hold up to 50 x 50 x 50 space and up to 31,250 tons for 10 bays - that seems a lot closer to "bulk" to me.</p><p></p><p>Another rule is partial work-around to the limitation of Large ships and smaller entering, landing, taking-off and exiting a planet - anything bigger crash lands. I created Huge Landers, which are massive, single use drop pods - they can enter orbit/atmo, maneuver well enough to land on the opposite side of the planet if they want, with pinpoint landing capability. But once they're grounded, they can never leave, and become hardened storage or temporary fortifications. Used for dropping 500 colonists at a time, with another containing prefab structures and equipment - colony building, mining complex, military assault... many options. It's not cheating, it can't escape the planet, so doesn't break RAW... but requires colossal ships to carry them to the planet. (The Landers are on the flanks of this Colonial Dreadnought/Carrier, image below)</p><p></p><p>(I'm done plugging myself - apologies) [Really, it's been probably 5 years since I've been active on ENWorld, and a lot has happened - I got caught up in catching up, and I don't see many Starfinder threads.]</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 8539143, member: 50895"] Not to brag, but [URL='https://www.drivethrurpg.com/product/239322/Starships-Stations-and-Salvage-Guide?src=hottest_filtered']Starships, Stations and Salvage Guide[/URL] by Edward Moyer (and a lot from me) was kind of like our Starship Operations Manual, with rules for space stations (before Super Colossal existed, which kind of supercedes it) and rules for Salvage. It's got 47 bay options, some of which have Paizo versions, but not when this was released about 7 months after Starfinder release. It was the #1 Starfinder product on DTRPG for 6 months, and still a Silver Seller. I'm proud of that one. One of the alternate rules I had to include was a more sensible way to handle cargo bays. What I mean is by RAW, a cargo hold only holds 25 tons, while this works for small/medium ships, maybe, for a Bulk Freighter that uses all 10 of it's available bays as cargo holds - this huge ship can only hold 250 tons of cargo (huh?) So what I did, created a formula to determine how much cargo by tons can be held based on the size of the ship. Another rule allows Tiny ships to have a bay slot, at the cost of speed and maneuverability, that is 10 x 10 x 10 in volume and can hold 25 tons of cargo. A Small ship can hold a 20 x 20 x 20 space per cargo hold, meaning it can hold 200 tons of cargo. So a Bulk Freighter with 10 bay slots for cargo can hold up to 50 x 50 x 50 space and up to 31,250 tons for 10 bays - that seems a lot closer to "bulk" to me. Another rule is partial work-around to the limitation of Large ships and smaller entering, landing, taking-off and exiting a planet - anything bigger crash lands. I created Huge Landers, which are massive, single use drop pods - they can enter orbit/atmo, maneuver well enough to land on the opposite side of the planet if they want, with pinpoint landing capability. But once they're grounded, they can never leave, and become hardened storage or temporary fortifications. Used for dropping 500 colonists at a time, with another containing prefab structures and equipment - colony building, mining complex, military assault... many options. It's not cheating, it can't escape the planet, so doesn't break RAW... but requires colossal ships to carry them to the planet. (The Landers are on the flanks of this Colonial Dreadnought/Carrier, image below) (I'm done plugging myself - apologies) [Really, it's been probably 5 years since I've been active on ENWorld, and a lot has happened - I got caught up in catching up, and I don't see many Starfinder threads.] [/QUOTE]
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