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<blockquote data-quote="Psion" data-source="post: 1078247" data-attributes="member: 172"><p>While I find Tzeentch's take on a few points a little anal, I am not going to be anal on a few points, with the full knowledge that some things are really beyond the scope of what is important for most RPGs.</p><p></p><p>It just so happens that I am:</p><p>- An ex-submariner and,</p><p>- Currently am an engineer who working on navy air traffic control systems.</p><p></p><p>Air Traffic Control - I really realize this is way beyond the level of detail that will likely ever be important, but you put this much detail into your skill, so I guess I will too.</p><p>On full sized carriers, the system I work in has the capability to make this perfectly automatic; the function of the controller is pretty much just to make sure that they link up to the system right. At best, the controller's involvement might be to "aid" the pilot granting a +2.</p><p></p><p>In the right wind conditions (which are usually insured due to the way the ship deliberately points itself), the landing can be made automatic, and effectively ignores rain, fog, and other limitations to visibility. However, it won't compesate for things like hurricane level winds. Further, the pilot has the capability at all times to take control of the plane.</p><p></p><p>Rigorously modeled in d20 terms, I would say that this is the equivalent of granting "take 10" with a fixed skill bonus (say, +10) for landing, and ignoring penalties due to limited visibility or pilot fatigue. Then, allow the pilot to make his own check if it's not good enough.</p><p></p><p>Submarines -</p><p></p><p>I know it's a simple model, but I could see it done a little more accurately with just a few tweaks.</p><p></p><p>First off, the text seems to imply surface weapons will be effective against a submarine at periscope depth. This is not likely; surface to surface (and air to surface) weapons are not designed to travel through 50 feet of water; this is why anti-submarine weapons are so important on carriers.</p><p></p><p>Second, you imply that the pilot of the submarine's skill will be used as a hide check. The "driver" is usually an E-3 or below with relatively little experience, so that might not be wise. The person manning the throttles actually has a bigger effect on detection of the sub (if you open the throttles too fast, cavitation occurs, which is easily detected by sonar.) However, if you want to peg one person's skill as being important to detection, it would probably be the officer of the deck's "profession: sub commander" (or somesuch) skills, as he is the one giving orders when to turn, change speed, etc., which can be important.</p><p></p><p>Minor quibble: Super Hornet</p><p></p><p>The super hornet is not widely fielded yet. The sailors on the last carrier I visited ooohed and aaahed at the F-18E that came with us on our last trip. It would probably give a better feel for the currently deployed units if you also provided stats for an F-18C/D.</p></blockquote><p></p>
[QUOTE="Psion, post: 1078247, member: 172"] While I find Tzeentch's take on a few points a little anal, I am not going to be anal on a few points, with the full knowledge that some things are really beyond the scope of what is important for most RPGs. It just so happens that I am: - An ex-submariner and, - Currently am an engineer who working on navy air traffic control systems. Air Traffic Control - I really realize this is way beyond the level of detail that will likely ever be important, but you put this much detail into your skill, so I guess I will too. On full sized carriers, the system I work in has the capability to make this perfectly automatic; the function of the controller is pretty much just to make sure that they link up to the system right. At best, the controller's involvement might be to "aid" the pilot granting a +2. In the right wind conditions (which are usually insured due to the way the ship deliberately points itself), the landing can be made automatic, and effectively ignores rain, fog, and other limitations to visibility. However, it won't compesate for things like hurricane level winds. Further, the pilot has the capability at all times to take control of the plane. Rigorously modeled in d20 terms, I would say that this is the equivalent of granting "take 10" with a fixed skill bonus (say, +10) for landing, and ignoring penalties due to limited visibility or pilot fatigue. Then, allow the pilot to make his own check if it's not good enough. Submarines - I know it's a simple model, but I could see it done a little more accurately with just a few tweaks. First off, the text seems to imply surface weapons will be effective against a submarine at periscope depth. This is not likely; surface to surface (and air to surface) weapons are not designed to travel through 50 feet of water; this is why anti-submarine weapons are so important on carriers. Second, you imply that the pilot of the submarine's skill will be used as a hide check. The "driver" is usually an E-3 or below with relatively little experience, so that might not be wise. The person manning the throttles actually has a bigger effect on detection of the sub (if you open the throttles too fast, cavitation occurs, which is easily detected by sonar.) However, if you want to peg one person's skill as being important to detection, it would probably be the officer of the deck's "profession: sub commander" (or somesuch) skills, as he is the one giving orders when to turn, change speed, etc., which can be important. Minor quibble: Super Hornet The super hornet is not widely fielded yet. The sailors on the last carrier I visited ooohed and aaahed at the F-18E that came with us on our last trip. It would probably give a better feel for the currently deployed units if you also provided stats for an F-18C/D. [/QUOTE]
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