tecnowraith said:
Hey Blackjaw, I just reading some your rules and I am liking what I am seeing. I do have aquestion. What your ideas on customizing just the engine itself? Like how Han Solo customized the Falcon's engines/hyperdrives or how a street racer keeps the body of the car but upgrades the engine. I see soemthing about a slot use but still unclear.
It's still being worked out. The hard part is the question of how much of this should be balanced againts price and how much againts slot use. Also, do I want a system of "speed points and lift points and manuvering points" compared to a chart with various vehicle sizes listed on it or something simpler but harder to balance? (I like simple but it may take some creative stroke of quasi-genius to pull it off with balance but still being easy to use for everyone... I got some ideas)
Slots are concept (and poorly named one that is all my fault) where for each hit dice the vehicle has, it gets 1 slot. slots can be filled with just about any ship system. Basicaly a set of vehicle Hit Dice is a shell, frame, or empty hull. Slots determine just how many systems you can fit in it. It makes you decide how much space to spend on engines vs armor vs weapons vs personal space vs cargo space vs everything else. Sure you could use that extra couple of slots to get another gun (or bigger gun) on the ship, but do they with no sleeping space or life support everyone on the ship will need a space suit and their own supply of air. (works on a fighter craft, but not the mothership)
Anyway this is where I stand... either slots or class/race/feat system. I figure either way price is the main balancing factor. Ship size and HD/class level will be used to limit size (no matter how rich your are and how much magic & science is in your world, you can't fit 3 of every system in a tiny ship.) It's a realism factor with that. Most ship systems I run into use a "this much to add or improve one of these base vehicles" system. Pick a trader, fighter, etc base then tweak. Thing is that's limited for settings. DMs still have to design bases that fit their game. I'd prefer a balanced system that isn't setting spicific (simply limit the availible components to limit what setting tech/magic is availble kind of a thing) but then you end up with what is basicaly Alternity's ship system. I liked that system, but it was a complex point buy sort of a thing (so was the alternity character system) and thus I think it might be better to model it more on D&D character creation (something that most players can handle fairly well or would at least be familiar with)
To put it another way: component systems mean that some systems use up more then one componenent slot. A big engine device needs 3-4, while a smaller device needs only 1. engines and weapons and power cores (which in fanatsy and sci-fi are often very large parts of a craft) may have a scalling system. There may be a massive list of systems, broken down into types. 10 types of engines, each with its own price, power usage, manuvering, and size in component slots.
The class based system would be very diffrent (and I'm starting to think much better). Every level of a ship's purpose adds powers and base abilities... but it also adds some basic functions. Thus a level of Engines may increase vehicle speed quickly (just like a level of fighter ups BAB quickly) but slowly increase comfort features or life support features... (just like a level of fighter provides slow Will save bonuses) and no bonuses of some other type (such as fighter level giving no Caseter levels or magic)... keeping players from building a massive gun ship with 1 seat and no living space... etc. I figure in a system like this you could have a lot of special features that are like feats. they give an ability and have requirements. Heck even a skill like system might work for things like sensor powers, etc.
Lets see, each level provides Speed points, manuvering points, armor class (or natural armor class?) weapon mounts, and special features. (maybe crew/cargo space should be in here too? Power might be another one that is important... espeicaly if some systems and weapons require extra power.) Example:
Weapon level provides weapon mounts at each level, with a moderate armor & natural armor increase. It provides a slow increase in engines, manuvering, and special features.
A level in Speed would rapidly increase vehicle speed quickly but with little increase in manuvering, or anything else.
A level of Support would rapidly increase internal space and special features, but a slower increase in weapon mounts, speed, etc.
Level types:
Speed, Manuvering, Weapons, Defense/armor, Support
Type of vehicle would determine the HD used for each level, hardness and maybe base natural armor. (base natural armor should also be sized based too?) Types would be Construct, Plant, Aberration, Undead(?), Vermin(?), and Construct. Real world vehilce would all be construct but in a fantasy setting (or sci-fi one) could be living vehicles.
Now the level of a vehicle (level is a base name... needs a new one) is determined by size. larger vehilces have more levels. A vehicle can gain levels by having some one work on them to increase size (or a living vehicle might grow with time) but it can't get larger (more levels) then it's current size... so you can rebuild it over and over taking engines and systems out and putting in new ones, but you can't make the hull any bigger (again living ships in theory could!)
These arn't character so much as items after all, and the levels represent functions, but ship's overall level (again level is a bad term, but its what i'm basing this of off) represents the hull's size and capcity to hold systems.
Now pricing is still the main system here. Each "level" requires more cash. (I could easily make a price and D20 DC for price). Weapon slots do not give you weapons, but they do give you weapon slots (as discused above) which you must then pruchase seperatly. you can get cool magic ones, but they cost the same as a magic sword in as far as powers and bonuses. Similarly, the special features will have price tags connected to them as a requirement.
I'm working on it, but I think this system is easier to use but still makes things highly adaptable and customizable. It would also be familiar to D&D players that way.