Crew Size
How do you determine the smaller crew sizes? Example, the creation of fighters with a crew of 1?
Did some quick testing with my play-test crew as they were coming over anyways today. We like the intent of the -1d6 for targetting "smaller scale" ships, but it seems a bit arbitrary. It also breaks apart when you start looking at undersized and standard scale ships that are actually the same tonnage. I would think the best way is simply to scale Defense based on absolute size (regardless of scale). So.. perhaps defense 25 for 51-999, Defense 30 for <50 tons. (High defense values won't matter because they will have low soak)
I'm curious Morrus, if I may be so bold, why the different scale system? I'm an admirer for the simplicity of the starship construction approach you took. As such, I believe the best approach would be to simply to create:
The templates/number needed for the craft <1000 (which isn't covered in the main book).
A formula for classes 19+...
Sample:
under or equal to 50 tons, starfighter, Crew 1, CU15, Defense 30, Fuel 1, Initiative +2d6
51 to 300 tons, support craft, Crew 2, CU25, Defense 25, blah blah
301 - 999 tons, blah, CU 40, Defense 22, etc etc
<standard construction rules cover the rest>
Above size 18, +50,000 tons, +200 MCr, +500 crew, +500 CU, -1 Def, +900 fuel, Init -4d6
Thats it! Then you can use the next 2-3 pages to create specialty components that would be available for the 0-X size classes only and maybe a couple of really massive components too. You won't need a separate chart sheet for scales-sizes then. Basically, extending your current system to cover the bounded lower range (1-1000) and provide a scaling simple formula for things above 500k
How do you determine the smaller crew sizes? Example, the creation of fighters with a crew of 1?
Did some quick testing with my play-test crew as they were coming over anyways today. We like the intent of the -1d6 for targetting "smaller scale" ships, but it seems a bit arbitrary. It also breaks apart when you start looking at undersized and standard scale ships that are actually the same tonnage. I would think the best way is simply to scale Defense based on absolute size (regardless of scale). So.. perhaps defense 25 for 51-999, Defense 30 for <50 tons. (High defense values won't matter because they will have low soak)
I'm curious Morrus, if I may be so bold, why the different scale system? I'm an admirer for the simplicity of the starship construction approach you took. As such, I believe the best approach would be to simply to create:
The templates/number needed for the craft <1000 (which isn't covered in the main book).
A formula for classes 19+...
Sample:
under or equal to 50 tons, starfighter, Crew 1, CU15, Defense 30, Fuel 1, Initiative +2d6
51 to 300 tons, support craft, Crew 2, CU25, Defense 25, blah blah
301 - 999 tons, blah, CU 40, Defense 22, etc etc
<standard construction rules cover the rest>
Above size 18, +50,000 tons, +200 MCr, +500 crew, +500 CU, -1 Def, +900 fuel, Init -4d6
Thats it! Then you can use the next 2-3 pages to create specialty components that would be available for the 0-X size classes only and maybe a couple of really massive components too. You won't need a separate chart sheet for scales-sizes then. Basically, extending your current system to cover the bounded lower range (1-1000) and provide a scaling simple formula for things above 500k