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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri May 13, 2011 5:41 pm Post subject: Battle Stations |
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In real life, naval warships do not spend all of their time at maximum alert, and only go to battle stations in the presence of a credible or eminent threat. Getting the entire crew to battle stations, with all combat stations fully manned and ready and the rest of the crew standing by for damage control, could take minutes (i.e. dozens of rounds). However, the existing stats represent ships that are always operating at peak capacity. Should there be rules to represent ships operating at reduced capacity if they are "surprised", and if so, what form should those rules take? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Praxian Lieutenant Commander
Joined: 30 Mar 2010 Posts: 190
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Posted: Fri May 13, 2011 5:54 pm Post subject: |
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I like that thought!
Well, the smaller the ship the easier it is to get to Battlestations. Smaller ships = faster response time. The more trained the crew the faster the response too. Having a group of trained pirates respond to battle stations as opposed to a bunch of snobby nobles who go into space once or twice a month who have to go into battle stations will be a drastically different result in time differences.
even if they're simply in the same ship! =D
Not sure how to implement that though. Maybe something like it takes 2 rounds for every 10 meters long the ship is? Modified by how well trained the crew is and enviromental factors like say how close their bunks are to their "stations" in the ship? |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Fri May 13, 2011 6:10 pm Post subject: |
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Praxian wrote: | I like that thought!
Well, the smaller the ship the easier it is to get to Battlestations. Smaller ships = faster response time. The more trained the crew the faster the response too. Having a group of trained pirates respond to battle stations as opposed to a bunch of snobby nobles who go into space once or twice a month who have to go into battle stations will be a drastically different result in time differences.
even if they're simply in the same ship! =D
Not sure how to implement that though. Maybe something like it takes 2 rounds for every 10 meters long the ship is? Modified by how well trained the crew is and enviromental factors like say how close their bunks are to their "stations" in the ship? |
So, 320 rounds for an ISD. Thats 1600 seconds or almost 30 minutes. Even with such a ship it seems like a slow response time. One could assume all the bunks/crew quarters are not situated at one end of the ship. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Fri May 13, 2011 6:30 pm Post subject: |
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And I'm sure there would be rules regarding how long those who are responsible for combat have to get to their battle stations.
I'd think a minute or two maximum for a large ship. _________________ Blasted rules. Why can't they just be perfect? |
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Grimace Captain
Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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Posted: Fri May 13, 2011 7:06 pm Post subject: |
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Best thing is to do segments:
Minimal crew: +8 rounds
Below normal crew: +5 rounds
Normal crew: +2 rounds
Slightly crowded: +3 rounds
Cramped/overcrowded: +7 rounds
Untrained crew: +10 rounds
Novice crew: +8 rounds
Experienced/Trained crew: +4 rounds
Veteran crew: +2 rounds
Elite crew: +1 round
Military: +2 rounds
Civilian: +4 rounds
Merchant marine: +3 rounds
Pirate - scallywags: +4 rounds
Pirate - prize crew: +3 rounds
Paramilitary: +3 rounds
So if you had a normal, military crew of trained quality, it would take 8 rounds, or a little over half a minute. If you had a slovenly group of pirates, understrength, and new the trade, it would take 13 rounds, or a little over a minute.
Of course, if you think this should be lengthened, then add a couple few rounds to everything. Just use a baseline for your time, though, and vary everything else off that.
Hope this helps. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri May 13, 2011 7:26 pm Post subject: |
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I like Grimace's suggestion, but the other factor is how degraded is the vessel's combat performance before battle stations are fully manned and ready. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Grimace Captain
Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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Posted: Fri May 13, 2011 7:36 pm Post subject: again, some suggestions |
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Non-battle stations: -75% of combat capability, including defenses
"Yellow Alert" / Stand To: -40% of combat capability, including defenses
"Red Alert"/Battle Stations sounded: same as non-battle stations
Ready - 3/4 time: only -50%
Ready - 1/2 time: only -30%
Ready - 1/4 time: only -15%
Ready (At full Battle Stations) : no negatives
So, for an example, if a military ship, like above, takes 8 rounds to get to full battle stations, from the time it's called, after 2 rounds the craft is at -50% to combat and defense. After 4 rounds the craft is at -30% to combat and defense. After 6 rounds the craft is at -15% to combat and defense, and after 8 rounds the craft is at full battle stations and operating at 100%. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri May 13, 2011 9:20 pm Post subject: |
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If you are doing a lot of ship-based action along the lines of a Star Wars version of Horatio Hornblower / Aubrey-Maturin / Honor Harrington Grimace's suggestion seems very good. Three suggestions:
(1) I would want to include a modifier for the command skill of the officer in charge at the time Red Alert is sounded.
(2) It would be helpful to add a space on the ship stats for the number of rounds to reach battle stations for a particular ship. That way it doesn't have to be refigured each time.
(3) I'd also add a random component to the total so that a ship doesn't always take the exact same number of rounds to reach battle stations. One option would be to add the result of a D6 roll to the total. To keep the net about the same I might lower all the modifiers by 1. That should have a net effect of lowering the total by 3 which offsets the D6 add on. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri May 13, 2011 10:25 pm Post subject: |
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ZzaphodD wrote: |
So, 320 rounds for an ISD. Thats 1600 seconds or almost 30 minutes. Even with such a ship it seems like a slow response time. One could assume all the bunks/crew quarters are not situated at one end of the ship. |
IIRC the imp source book said something to the effect cause OF the time it would take someone to respond to battle stations, all crew quarters were within a Max of 4 min from where the person worked.. Or something to that effect.
Quote: | Non-battle stations: -75% of combat capability, including defenses
"Yellow Alert" / Stand To: -40% of combat capability, including defenses
"Red Alert"/Battle Stations sounded: same as non-battle stations
Ready - 3/4 time: only -50%
Ready - 1/2 time: only -30%
Ready - 1/4 time: only -15%
Ready (At full Battle Stations) : no negatives |
I like it..
Though i feel that most Imp cap ships from victory and up would have dedicated shift teams so all 'primary' battle station sites would always be manned.. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri May 13, 2011 10:48 pm Post subject: |
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In your collective gaming experience, how long do most combat actions take? I definitely think that any penalties should be no more than a few rounds.
The bare bones version I'm envisioning is something along the lines of Grimace's concept, with the penalties taking the form of dice modifiers instead of percentages. That way, ships with more experienced crews will fare better. I'm thinking something like having the captain roll his Command skill every round to move to the next level of readiness until the ship reaches full combat readiness. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sat May 14, 2011 4:12 am Post subject: |
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crmcneill wrote: | In your collective gaming experience, how long do most combat actions take? I definitely think that any penalties should be no more than a few rounds.
The bare bones version I'm envisioning is something along the lines of Grimace's concept, with the penalties taking the form of dice modifiers instead of percentages. That way, ships with more experienced crews will fare better. I'm thinking something like having the captain roll his Command skill every round to move to the next level of readiness until the ship reaches full combat readiness. |
One of the basic problems with RPG vs Real World time. When broken down into rounds and with no 'thinking time' as this is done between character rounds while waiting to get to act, combats tends to resolve really fast. I actually had 10 second rounds before to take this into calculation.
While I wont use a table, Ill use the inspiration from this discussion and wing it.. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat May 14, 2011 4:57 am Post subject: |
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Maybe just a straight dice penalty to all skills, -2D for non-combat stations in the first round of surprise, -1D for while the crew is manning battle stations, then the ship operates as normal once battle stations are fully manned.
Another factor worth considering is that ships with starfighter complements will not be able to launch them all at once. Maybe some of you Navy guys out there can help, but IIRC, out of a squadron of 12, 1-2 at a time will be available for immediate launch, with the others staggered rounds or minutes behind, factoring in the time for the craft to be pre-flighted and for pilots to don their flight suits (off duty pilots) and get to the launch bay. I think the Far Orbit Project had some rules somewhere about ships being limited in the number of TIEs they could deploy into battle per round... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat May 14, 2011 5:16 pm Post subject: |
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As a mil member who has served on ships which DID have to go to battle stations many a time (even if only for a drill), i can attest to a ship like a destroyer/cruiser can be battle ready within 2 min of the alarm sounding.
5 for a carrier.
Since the imps though run things a lot tighter, i could easily see those times being half that.
As for penalties.
mix it with percentages (weapons on line) and D penalties (gunnery, piloting etc).. _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sun May 15, 2011 2:09 am Post subject: |
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ZzaphodD wrote: | While I wont use a table, Ill use the inspiration from this discussion and wing it.. | Yep. It is tricky to extrapolate from real world to SW. The detection range via radar, sonar, etc. and the time to engagement in the real world does not match what is in SW. One needs to be careful moving from one to the other. To me, it makes more sense for the GM to consider what effect he/she is looking for and then base the number of rounds on that effect. Just my 2 credits. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sun May 15, 2011 11:07 am Post subject: |
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Bren wrote: | ZzaphodD wrote: | While I wont use a table, Ill use the inspiration from this discussion and wing it.. | Yep. It is tricky to extrapolate from real world to SW. The detection range via radar, sonar, etc. and the time to engagement in the real world does not match what is in SW. One needs to be careful moving from one to the other. To me, it makes more sense for the GM to consider what effect he/she is looking for and then base the number of rounds on that effect. Just my 2 credits. |
Haha, dont get me started on detection ranges...going at full speed most ships would have about 5-10 seconds to react and change course if they detect a planet in its path.... _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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