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The Vehicle Construction System: Level based
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<blockquote data-quote="BlackJaw" data-source="post: 1548132" data-attributes="member: 888"><p>I think we are mostly on the same page here (which is a good thing)!</p><p></p><p></p><p></p><p>I like option 4 best. How about a test of wills to get the vehicle to acknowledge you as a pilot, at which point you have full control? Testing wills can only be done if you are in the pilot controls (which would be varied depending on type... at least in description... an odd tangle of roots or pod for a plant ship, a womb or mental tapping tenticle in an organic/aberation ship, a throne of bones in an undead ship...etc. The undead option is interesting because you could also by pass the battle of wills by using Rebuking/command checks or Control Undead-type spells.</p><p>PS: I am the EVIL DM of my group. </p><p></p><p> Easy: the more levels of engines you have (this is also true of the special components like derigibles and sails) the higher a crew ratting you have. For every crewman you don't have, the pilot takes a -1 penalty on all checks (generaly making it hard to even take off in drastic cases). These crewmen spend most of their time doing very NPC like things (profession skill NPC commoners in most cases) making them useful for leadership followers or paid sailors/etc but not a very PC-esc role. For every (say 5) engine levels you need an extra crewman beyond the pilot. Thus vehicles would quickly need lots of crew. One of the special components/level options would be Automated systems which simply reduce you number needed crewmen but might use up power etc. Thus advanced crafts might be almost all automated allowing only the NPCs to operate them. the number of extra people on board would also increase if you need extra gunners (catapults and ballistas generaly need crews of 3 or more... same with cannons, although more modern weapons or magic wepaons wouldn't) A good sized warship can have a large lifesupport draw very quickly.</p><p></p><p></p><p></p><p>I kind of like that. It might need some tweaking once we test build some crafts, but I do like simply chopping out the overly complicated lift, powered etc... I think your on the right track with this.</p><p></p><p></p><p> Using Fuel to determine range is interesting, as its a dynamic that doesn't come into play with combat (using fuel in combat is too complicated and not all that fun) but would make for an easy way to limit range by DMs etc. You can't travel some place you don't have the range to reach, and major traffic lanes are determine by stops for fuel. Not bad.</p><p></p><p></p><p>Now we are getting into a hazy area. One of the major ideas I had for handling power was that one of it most important uses is powering weapons an special systems (like sheilds). Doing so means using up charges. The vehicle's power system generates X charges/round (top of the inative order or on the pilot's turn: it's full) and every time a gunner fires a gun or an engineer reinforces sheilds etc. it lowers the number of charges for that round. This is at least the combat oriented use of power I was thinking of (this system has no bearings outside combat). I sort of figured that this covered the extra discretionary power a vehicle has over the top of basic system uses which are always on and thus not really needed for calculations. I also sort of figured that power and fuel should be a similar mechanical (game wise) systems... although having talked to you I'm starting to see that as not a needed connection.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 1548132, member: 888"] I think we are mostly on the same page here (which is a good thing)! I like option 4 best. How about a test of wills to get the vehicle to acknowledge you as a pilot, at which point you have full control? Testing wills can only be done if you are in the pilot controls (which would be varied depending on type... at least in description... an odd tangle of roots or pod for a plant ship, a womb or mental tapping tenticle in an organic/aberation ship, a throne of bones in an undead ship...etc. The undead option is interesting because you could also by pass the battle of wills by using Rebuking/command checks or Control Undead-type spells. PS: I am the EVIL DM of my group. Easy: the more levels of engines you have (this is also true of the special components like derigibles and sails) the higher a crew ratting you have. For every crewman you don't have, the pilot takes a -1 penalty on all checks (generaly making it hard to even take off in drastic cases). These crewmen spend most of their time doing very NPC like things (profession skill NPC commoners in most cases) making them useful for leadership followers or paid sailors/etc but not a very PC-esc role. For every (say 5) engine levels you need an extra crewman beyond the pilot. Thus vehicles would quickly need lots of crew. One of the special components/level options would be Automated systems which simply reduce you number needed crewmen but might use up power etc. Thus advanced crafts might be almost all automated allowing only the NPCs to operate them. the number of extra people on board would also increase if you need extra gunners (catapults and ballistas generaly need crews of 3 or more... same with cannons, although more modern weapons or magic wepaons wouldn't) A good sized warship can have a large lifesupport draw very quickly. I kind of like that. It might need some tweaking once we test build some crafts, but I do like simply chopping out the overly complicated lift, powered etc... I think your on the right track with this. Using Fuel to determine range is interesting, as its a dynamic that doesn't come into play with combat (using fuel in combat is too complicated and not all that fun) but would make for an easy way to limit range by DMs etc. You can't travel some place you don't have the range to reach, and major traffic lanes are determine by stops for fuel. Not bad. Now we are getting into a hazy area. One of the major ideas I had for handling power was that one of it most important uses is powering weapons an special systems (like sheilds). Doing so means using up charges. The vehicle's power system generates X charges/round (top of the inative order or on the pilot's turn: it's full) and every time a gunner fires a gun or an engineer reinforces sheilds etc. it lowers the number of charges for that round. This is at least the combat oriented use of power I was thinking of (this system has no bearings outside combat). I sort of figured that this covered the extra discretionary power a vehicle has over the top of basic system uses which are always on and thus not really needed for calculations. I also sort of figured that power and fuel should be a similar mechanical (game wise) systems... although having talked to you I'm starting to see that as not a needed connection. [/QUOTE]
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