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Starship Sizes: Changing the Assumptions
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<blockquote data-quote="Nerhesi" data-source="post: 6983917" data-attributes="member: 6706227"><p><strong>Crew Size</strong></p><p></p><p>How do you determine the smaller crew sizes? Example, the creation of fighters with a crew of 1?</p><p></p><p>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)</p><p></p><p>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:</p><p></p><p>The templates/number needed for the craft <1000 (which isn't covered in the main book).</p><p>A formula for classes 19+...</p><p></p><p>Sample:</p><p></p><p>under or equal to 50 tons, starfighter, Crew 1, CU15, Defense 30, Fuel 1, Initiative +2d6</p><p>51 to 300 tons, support craft, Crew 2, CU25, Defense 25, blah blah</p><p>301 - 999 tons, blah, CU 40, Defense 22, etc etc</p><p><standard construction rules cover the rest></p><p>Above size 18, +50,000 tons, +200 MCr, +500 crew, +500 CU, -1 Def, +900 fuel, Init -4d6</p><p></p><p>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</p></blockquote><p></p>
[QUOTE="Nerhesi, post: 6983917, member: 6706227"] [b]Crew Size[/b] 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 [/QUOTE]
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