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<blockquote data-quote="gamerprinter" data-source="post: 7213130" data-attributes="member: 50895"><p>I don't disagree, but without actually trying to build a ship, it's hard to know how the systems work with each other, and where or which systems should be optimized. Just reading all the system capabilities it isn't obvious how they work together in total to achieve a desired Tier, and which Power Core to choose and build your ship. By the method I describe, after designing one ship - I got it. After designing 2 more with a completely different design goal each, I could call myself a system master. I find the computer nodes to be the most complex aspect to "get", as they aren't obvious. You have to read the section on Computers in the Equipment chapter, which precedes Starship rules.</p><p></p><p>Note - many systems show the Build Point cost as being 2 x ship scale. You have to read the section on Drift drives to learn that ship scale numbers are Tiny = 1, Small = 2, Medium = 3, etc. The ship scale as numbers isn't shown anywhere else but under Drift drives, if you don't read that section first, you're never going to know how to multiply 3 x small, and more than half of the systems have this kind of cost calculation.</p><p></p><p>Also you need to look at page 320 to determine how AC and TL are calculated (it's 10 + piloting ranks + system bonus modifier).</p><p></p><p>While I agree that "trial and error" may not be the best method, there isn't a more obvious way to design ships by reading the material - understand how shields work in relation to Armor is NOT obvious from reading it, but by building it, epiphanies come - at least it did for me.</p><p></p><p>I will say that once you get the stats and creation rules for ships, though you can build it and know it, it doesn't obviously translate to how you construct your deck plans for your ships if you intend to do that (you probably do). It's more hand-wave, making sure you include all the necessary systems on your ship - there is no definition in size or tonnage weight how big each system is - you kind of make that up, at least I haven't seen that for a huge ship the engines or other systems need to take X amount of space aboard. You have to be an artist, somewhat to guess for your own purposes.</p><p></p><p>Here's an example of ship stats, and here's a deck plan I based off those stats (unarmed entertainer transport ship):</p><p></p><p><strong>Scarlet Harlot Tier 12</strong></p><p><strong></strong>Geisha class Entertainment Escort starship (Large)</p><p><strong>Speed</strong> 10; <strong>Maneuverability</strong> average (piloting +0); <strong>Drift</strong> 1</p><p><strong>AC</strong> 26; <strong>TL</strong> 30</p><p><strong>HP</strong> 180 (increment 20); <strong>DT</strong> –; <strong>CT 2</strong>4</p><p><strong>Shields</strong> heavy 280 (forward arc 70, port arc 70, starboard arc 70, aft arc 70)</p><p><strong>Attack (Forward)</strong> -</p><p><strong>Attack (Port)</strong> -</p><p><strong>Attack (Starboard) -</strong></p><p><strong>Attack (Aft) </strong>-</p><p><strong>Power Core</strong> Gateway Heavy (PCU 400 ); <strong>Drift Engine </strong>1;</p><p> <strong>Systems</strong> L10 thrusters, Mk 10 armor, Mk 6 duonode, Mk 10 defenses, advanced medium range</p><p> sensors, security computer countermeasures, crew quarters luxurious</p><p> <strong>Expansion Bays</strong> 1 luxurious guest quarters, rec suite (gym), medical bay, cargo hold; rec suite </p><p> (nightclub), fine dining bay, chef’s kitchen bay, and theater stage bay.</p><p></p><p><strong>Modifiers</strong> +6; <strong>Complement</strong> 20</p><p></p><p>[ATTACH]88092[/ATTACH]</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 7213130, member: 50895"] I don't disagree, but without actually trying to build a ship, it's hard to know how the systems work with each other, and where or which systems should be optimized. Just reading all the system capabilities it isn't obvious how they work together in total to achieve a desired Tier, and which Power Core to choose and build your ship. By the method I describe, after designing one ship - I got it. After designing 2 more with a completely different design goal each, I could call myself a system master. I find the computer nodes to be the most complex aspect to "get", as they aren't obvious. You have to read the section on Computers in the Equipment chapter, which precedes Starship rules. Note - many systems show the Build Point cost as being 2 x ship scale. You have to read the section on Drift drives to learn that ship scale numbers are Tiny = 1, Small = 2, Medium = 3, etc. The ship scale as numbers isn't shown anywhere else but under Drift drives, if you don't read that section first, you're never going to know how to multiply 3 x small, and more than half of the systems have this kind of cost calculation. Also you need to look at page 320 to determine how AC and TL are calculated (it's 10 + piloting ranks + system bonus modifier). While I agree that "trial and error" may not be the best method, there isn't a more obvious way to design ships by reading the material - understand how shields work in relation to Armor is NOT obvious from reading it, but by building it, epiphanies come - at least it did for me. I will say that once you get the stats and creation rules for ships, though you can build it and know it, it doesn't obviously translate to how you construct your deck plans for your ships if you intend to do that (you probably do). It's more hand-wave, making sure you include all the necessary systems on your ship - there is no definition in size or tonnage weight how big each system is - you kind of make that up, at least I haven't seen that for a huge ship the engines or other systems need to take X amount of space aboard. You have to be an artist, somewhat to guess for your own purposes. Here's an example of ship stats, and here's a deck plan I based off those stats (unarmed entertainer transport ship): [B]Scarlet Harlot Tier 12 [/B]Geisha class Entertainment Escort starship (Large) [B]Speed[/B] 10; [B]Maneuverability[/B] average (piloting +0); [B]Drift[/B] 1 [B]AC[/B] 26; [B]TL[/B] 30 [B]HP[/B] 180 (increment 20); [B]DT[/B] –; [B]CT 2[/B]4 [B]Shields[/B] heavy 280 (forward arc 70, port arc 70, starboard arc 70, aft arc 70) [B]Attack (Forward)[/B] - [B]Attack (Port)[/B] - [B]Attack (Starboard) -[/B] [B]Attack (Aft) [/B]- [B]Power Core[/B] Gateway Heavy (PCU 400 ); [B]Drift Engine [/B]1; [B]Systems[/B] L10 thrusters, Mk 10 armor, Mk 6 duonode, Mk 10 defenses, advanced medium range sensors, security computer countermeasures, crew quarters luxurious [B]Expansion Bays[/B] 1 luxurious guest quarters, rec suite (gym), medical bay, cargo hold; rec suite (nightclub), fine dining bay, chef’s kitchen bay, and theater stage bay. [B]Modifiers[/B] +6; [B]Complement[/B] 20 [ATTACH=CONFIG]88092._xfImport[/ATTACH] [/QUOTE]
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