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Starship Sizes: Changing the Assumptions
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<blockquote data-quote="Nerhesi" data-source="post: 6984154" data-attributes="member: 6706227"><p>Crew: So does that mean? Perhaps I missed a rule in the main starship construction guide, but does that mean undersized craft are crew/10?</p><p></p><p><strong><u>Main point discussion:</u></strong></p><p></p><p>Ok, so lets avoid new components and use "scales", I agree with your initial feeling that you should cut off the table where overlap occurs. I feel this should be very explicit such that you would have, for example:</p><p></p><table style='width: 100%'><tr><td>Scale</td><td>Size</td><td>Notes</td></tr><tr><td>Microsized (I)</td><td>0-50 tons</td><td>-1D6 to be hit by larger craft<br /> +2D6 initiative<br /> *Weapon changes</td></tr><tr><td>Minisized (II)</td><td>51-100 tons</td><td>-1D6 to be hit by larger craft<br /> +1D6 initiative<br /> **Weapon changes</td></tr><tr><td>Undersized (IV)</td><td>101-999 tons</td><td>+1D initiative<br /> **Weapon changes</td></tr><tr><td>Standard</td><td>1000-500,000 tons</td><td>As per standard rules</td></tr><tr><td>Oversized</td><td>500,001+ tons</td><td>***</td></tr></table><p></p><p></p><p>* = This is mostly the rules you have in-place now - with two minor changes that clean up things nicely and preserve balance. </p><p>Weapon damage should scale down, but <strong>not up</strong> automatically otherwise that's double the effect for only half the benefit.</p><p>Oversized ships should by treated as simply larger standard ships.</p><p></p><p>What this would look like, is the table above, plus the following 3 simple points:</p><p></p><p>*Microsized ship weapons do a maximum of 1D6 to Minisized/Undersized scale ships, and 1 damage to standard/oversized scale ships.</p><p>**Mini/undersized ship weapons do a maximum of 1D6 to standard/oversized scale ships.</p><p><span style="color: #3E3E3E">***Above size 18, for every 50k tons, Class increased by 1, add +200 MCr, +500 crew, +500 CU, -1 Def, +900 fuel. Init becomes -4D6.</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E"></span>In my humble opinion, this would be the best way if you want to keep scales. Yes I purposely proposed the class divisors 1, 2 and 4 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> not 3!</p><p></p><p>The only issue you'd have to worry about is the absolute sized components. I'm not worried about shields or armour, you know - the scale is smaller so obviously they'll be more effective (less surface area, etc). What is concerning would be things such as sensors, living quarters, cargo space, etc.. that really shouldn't "scale" down with size. So we would need to put some explicit limits on which components <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nerhesi, post: 6984154, member: 6706227"] Crew: So does that mean? Perhaps I missed a rule in the main starship construction guide, but does that mean undersized craft are crew/10? [B][U]Main point discussion:[/U][/B] Ok, so lets avoid new components and use "scales", I agree with your initial feeling that you should cut off the table where overlap occurs. I feel this should be very explicit such that you would have, for example: [TABLE="class: grid, width: 500"] [TR] [TD]Scale[/TD] [TD]Size[/TD] [TD]Notes[/TD] [/TR] [TR] [TD]Microsized (I)[/TD] [TD]0-50 tons[/TD] [TD]-1D6 to be hit by larger craft +2D6 initiative *Weapon changes[/TD] [/TR] [TR] [TD]Minisized (II)[/TD] [TD]51-100 tons[/TD] [TD]-1D6 to be hit by larger craft +1D6 initiative **Weapon changes[/TD] [/TR] [TR] [TD]Undersized (IV)[/TD] [TD]101-999 tons[/TD] [TD]+1D initiative **Weapon changes[/TD] [/TR] [TR] [TD]Standard[/TD] [TD]1000-500,000 tons[/TD] [TD]As per standard rules[/TD] [/TR] [TR] [TD]Oversized[/TD] [TD]500,001+ tons[/TD] [TD]***[/TD] [/TR] [/TABLE] * = This is mostly the rules you have in-place now - with two minor changes that clean up things nicely and preserve balance. Weapon damage should scale down, but [B]not up[/B] automatically otherwise that's double the effect for only half the benefit. Oversized ships should by treated as simply larger standard ships. What this would look like, is the table above, plus the following 3 simple points: *Microsized ship weapons do a maximum of 1D6 to Minisized/Undersized scale ships, and 1 damage to standard/oversized scale ships. **Mini/undersized ship weapons do a maximum of 1D6 to standard/oversized scale ships. [COLOR=#3E3E3E]***Above size 18, for every 50k tons, Class increased by 1, add +200 MCr, +500 crew, +500 CU, -1 Def, +900 fuel. Init becomes -4D6. [/COLOR]In my humble opinion, this would be the best way if you want to keep scales. Yes I purposely proposed the class divisors 1, 2 and 4 :) not 3! The only issue you'd have to worry about is the absolute sized components. I'm not worried about shields or armour, you know - the scale is smaller so obviously they'll be more effective (less surface area, etc). What is concerning would be things such as sensors, living quarters, cargo space, etc.. that really shouldn't "scale" down with size. So we would need to put some explicit limits on which components :) [/QUOTE]
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