Difference between revisions of "Talk:Ship Creation"

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--[[User:BenofZongo|BenofZongo]] 16:44, 13 March 2007 (MDT)Ion cannons = Plasma weapons.  EMP's not a bad idea, I'll think about that.  also, the pirating/S&R stuff are good ideas, I'll add those.  Ion/Plasma works.  They do blow shit up: energy contained in a magnetic field that is disrupted when it comes in contact with solid surfaces.  I've added EMP weapons: similar equipment will be available for personal weapons.
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(From 3/30) Ship: (J, 10, A, K, 8, K, Q, J, 9) 303 pts.
  
--[[User:BenofZongo|BenofZongo]] 01:01, 16 March 2007 (MDT)At comms of 4 or better you have a subspace connection, albeit a single line (which you need to keep open for comms/sensors while actually flying around).  At 6 or better you have bandwidth available for data mining or other applications while in space.  You do need a hacking rig for data mining: all the easy stuff that you could get with a regular computer is already gone.  You can buy/improve your hacking rig with loot points/personal equipment points: there are several things (repair bay, med bay, etc) that also have this option, it just depends on where you want to draw from.
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Ship's old but rugged & reliable and huge (SC 8+), J<br>
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Put efforts together and score ship-mining equipment to fix up en route, 10<br>
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K-tech parts turn up when we're ambushed by pirates, auto-repair systems fix damage, A<br>
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Ship based atmospheric fighter won in gambling match put onto the ship, K<br>
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Ship has surprisingly efficient fuel sytem, 8<br>
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Archeochamber, K<br>
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Ship mysterious, Q<br>
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Enhanced subsurface scanners, J<br>
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Strange interface that's talking back coherently, 9
  
--[[User:Dieterthebold|Dieter the Bold]] 01:06, 16 March 2007 (MDT) What's the affect for ship & crew if we have comms at < 4? I.e., no subspace connection? Are there relay stations around besides actual habitations that transmit basic radio that we could use? What's the general range and ability of basic wireless internet? I mean, we can program probes on Mars from Earth now, so what's the limits on non-subspace communications in Gemini?
 
  
--[[User:BenofZongo|BenofZongo]] 01:23, 16 March 2007 (MDT)None really, it just takes longer: since the waves have to travel through real-space, there is significantly more lag than for subspace links.  This isn't too much of a problem unless you want to do things like Hacking, or you want very, very up to date information.
 
  
--[[User:Dieterthebold|Dieter the Bold]] 15:23, 17 March 2007 (MST) How much cargo space would serious mining equipment take up?
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CHASSIS<br>
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Size: 10 (1000 tons) (250m)<br>
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Quality: 7 (3% breakdown chance)<br>
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SDC base: 170<br>
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Cost: 34
  
--[[User:Matts|Matts]] 12:24, 20 March 2007 (MST)You said "SDC"!!! I'm making a Glitter Boy with Juicer drugs and like 15 physical conditioning skills!!!
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HULL<br>
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Quality: 10 (+50 SDC, 10 technical dice)<br>
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Cost: 50 (cost is (hull quality * chassis class)/2), not (hull quality+chassis class)/2)
  
--[[User:Dieterthebold|Dieter the Bold]] 12:48, 20 March 2007 (MST) Bwahahahahaha. Nice Rifts reference, Matt. This is how the actual ship design will work [http://www.llbbl.com/data/RPG-motivational/target43.html out]!! Question for Ben: With ship's extra armor, is that "usable once" mean once per combat, or once it's hit it has to be replaced?
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ENGINE<br>
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Speed: Standard (10 pts)<br>
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Maneuverability: Vectored thrust (20 pts)<br>
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Fuel efficiency: Standard<br>
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Reliability: 8 (8 pts)<br>
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Cost: 34
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LIFE SUPPORT<br>
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Quality: 8 (+8 SDC, 2.6 technical dice)<br>
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Cost: 8
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PILOTING/NAVIGATION SYSTEMS:<br>
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AI quality: +2 (2 maneuver dice, +2 pilot/nav rolls)<br>
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Cost: 30
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TACTICAL SYSTEMS:<br>
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AI quality: +0<br>
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Cost: 10
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SENSORS/COMMS:<br>
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Quality: 8 (+4 cosmology/sensor rolls)<br>
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Sensor max: AI+3<br>
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Cost: 8
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SHIP FEATURES:<br>
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100 slots<br>
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Crew compartments: 4 private rooms, 3 doubles (10 pts)<br>
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WEAPONS: 12 pts. (a couple internal systems as well)
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Shuttle: size 3 (27 slots) 30 pts.<br>
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Archeo-storage chamber 10 slots (20 pts.)<br>
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Extra Armor (K-tech): 3 slots, 10D6 (20 pts)<br>
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Large mining rig: 40 slots (25 pts)<br>
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External shuttle mount: 3 pts.<br>
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EMP Shielding: 3 tech dice (1 slot, 9 pts)<br>
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Fuel storage: 9 slots<br>
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Cargo: 27 slots (189 tons)<br>
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Pts: 303/303<br>
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Slots: 100/100
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The one big problem you've got is that you don't have any cargo slots in which to store what you mine...if you brought the shuttle down to size 2, you'd free up 19 slots for storage, which would be 133 tons worth of stuff...not a ton, but given that the large mining rig can process stuff in situ to the finished product, this actually translates to quite a bit of material.
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--[[User:Matts|Matts]] 10:07, 2 April 2007 (MST)So then anything less than SC 8 probably can't reliably carry a shuttle?
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--[[User:BenofZongo|BenofZongo]] 10:29, 2 April 2007 (MST)Actually, wait, my mistake...shuttle doesn't count cause it's externally mounted, good point matt.

Latest revision as of 11:29, 2 April 2007

(From 3/30) Ship: (J, 10, A, K, 8, K, Q, J, 9) 303 pts.

Ship's old but rugged & reliable and huge (SC 8+), J
Put efforts together and score ship-mining equipment to fix up en route, 10
K-tech parts turn up when we're ambushed by pirates, auto-repair systems fix damage, A
Ship based atmospheric fighter won in gambling match put onto the ship, K
Ship has surprisingly efficient fuel sytem, 8
Archeochamber, K
Ship mysterious, Q
Enhanced subsurface scanners, J
Strange interface that's talking back coherently, 9


CHASSIS
Size: 10 (1000 tons) (250m)
Quality: 7 (3% breakdown chance)
SDC base: 170
Cost: 34

HULL
Quality: 10 (+50 SDC, 10 technical dice)
Cost: 50 (cost is (hull quality * chassis class)/2), not (hull quality+chassis class)/2)

ENGINE
Speed: Standard (10 pts)
Maneuverability: Vectored thrust (20 pts)
Fuel efficiency: Standard
Reliability: 8 (8 pts)
Cost: 34

LIFE SUPPORT
Quality: 8 (+8 SDC, 2.6 technical dice)
Cost: 8

PILOTING/NAVIGATION SYSTEMS:
AI quality: +2 (2 maneuver dice, +2 pilot/nav rolls)
Cost: 30

TACTICAL SYSTEMS:
AI quality: +0
Cost: 10

SENSORS/COMMS:
Quality: 8 (+4 cosmology/sensor rolls)
Sensor max: AI+3
Cost: 8

SHIP FEATURES:
100 slots
Crew compartments: 4 private rooms, 3 doubles (10 pts)

WEAPONS: 12 pts. (a couple internal systems as well)


Shuttle: size 3 (27 slots) 30 pts.
Archeo-storage chamber 10 slots (20 pts.)
Extra Armor (K-tech): 3 slots, 10D6 (20 pts)
Large mining rig: 40 slots (25 pts)
External shuttle mount: 3 pts.
EMP Shielding: 3 tech dice (1 slot, 9 pts)
Fuel storage: 9 slots
Cargo: 27 slots (189 tons)
Pts: 303/303
Slots: 100/100 The one big problem you've got is that you don't have any cargo slots in which to store what you mine...if you brought the shuttle down to size 2, you'd free up 19 slots for storage, which would be 133 tons worth of stuff...not a ton, but given that the large mining rig can process stuff in situ to the finished product, this actually translates to quite a bit of material.


--Matts 10:07, 2 April 2007 (MST)So then anything less than SC 8 probably can't reliably carry a shuttle?

--BenofZongo 10:29, 2 April 2007 (MST)Actually, wait, my mistake...shuttle doesn't count cause it's externally mounted, good point matt.