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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Wed Jan 10, 2007 11:08 am Post subject: Ship Sensor Upgrades |
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Im curious, where i would find the rules that state how one can upgrade sensors. (i have found a few sensor related things like jammers, and optical recorders...) For example, i want to increase the area of the focus from 1 to 2, or i want to increase the focus from 3D to 4D and so on. _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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Liam (Gunman) Kissane Sub-Lieutenant
Joined: 03 Jan 2006 Posts: 73 Location: Adelaide, South Australia
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Posted: Thu Jan 11, 2007 8:05 am Post subject: |
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I have certainly not gone through every book I have, but as far as I have been able to find, there are no official rules for upgrading sensors.
The closest I have been able to find is on pg 41 of GG6 Tramp Freighters, but it refers only to replacements, and gives no stats.
As a GM I would use the rules for weapons modification on pg 37.
If you don't have GG6, pm me. |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Thu Jan 11, 2007 11:04 am Post subject: |
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I'm in the same situation as Liam and would use the same suggestion. However, I don't think those rules adaquately address sensor range issues... perhaps for range (as opposed to sensor power) you could use a similar mechanic to the one presented for increasing ship Space move. |
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CmdrDarmic Cadet
Joined: 20 Feb 2007 Posts: 20 Location: Conroe, TX (N. of Houston)
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Posted: Fri Feb 23, 2007 5:41 pm Post subject: |
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I have always used the rules for increasing range for weapons, as listed on page 62 of the R&E Rules, but if that is not satisfactory, you could try the rules for increasing vehicle move on page 59. The latter gives a larger increase to the lower range bands, but less increase overall.
As always, it is whatever works best for you.
--CmdrDarmic |
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krysallokard Cadet
Joined: 20 Feb 2007 Posts: 24 Location: Columbus, OH
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Posted: Sat Feb 24, 2007 4:14 pm Post subject: |
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There used to be a website with the ship construction rules published in a D20 source book converted into d6. I found it very useful and ended up downloading the entire page. I've been using them to determine ship costs and everything.
It had a point based ship construction system but the sensors systems had various costs for increasing range and power. I suppose this would work for your needs.
Alas, the site no longer exists or has been abandoned. I can go through my stuff and post it possibly if I get a chance.
Would this help? |
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krysallokard Cadet
Joined: 20 Feb 2007 Posts: 24 Location: Columbus, OH
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Posted: Sat Feb 24, 2007 4:20 pm Post subject: |
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OK, I just checked the rules I had from my previous posts and each level of range costs 40 credits, so a range of 40 units in say, Scan, would cost 1600 credits. I suppose the same could be used to upgrade. adding ten units of range costs 400 credits, etc.
Power costs 125 credits per pip, so increasing power in one area, like Focus, by +1D (3 pips) would cost 375 credits.
The only thing I didn't like about this system was that the really big capital ships sensor packages were especially cheap compared to the cost of the ship itself. Even really powerful sensors system were rarely more then 15-20 thousand credits. |
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Sun Feb 25, 2007 11:01 am Post subject: |
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Ya, "Only" 15-20K.
Don't forget that Capital Ship Sensors have to do much more than a Fighter or Freighters Sensors. They have to be able to track more items, have greater sensativity (Because they have the space and mass in Capital Ships that are lacking in other vessels), and, most importantly, allow for point defence against incoming missiles and fighters.
If you skimp on those, then you suffer from "Trench Run Syndrome", and a repeat of what happened with the SSD Executor in Return of the Jedi. |
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krysallokard Cadet
Joined: 20 Feb 2007 Posts: 24 Location: Columbus, OH
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Posted: Tue Feb 27, 2007 11:19 pm Post subject: |
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Actually, now that I think about, various points in those rules mention a cost multiplier for larger ships. So perhaps this could be applied to sensors as well and allow the above mentioned point defense and such. I think smaller capital ships had a x3 and larger ones had a x5 multiplier. Seems reasonable. |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Tue Feb 27, 2007 11:34 pm Post subject: |
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Awesome. these are some awesome ideas
what would be the most powerful sensors be (15-20k worth ) out of curiosity
I have tried a different style of gaming, not upgrading the weps as much, but going for sensors to try to find weak spots and such. or never having to get into combat in the first place _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 28, 2007 1:56 am Post subject: |
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Actually to me, the most powerful sensors, would be in the 400-600k region, not 20k region..
And i would give that a value of
Passive - 120/1d
Scan - 240/2d
Search - 360/3d+1
Focus - 15/4d+1 _________________ Confucious sayeth, don't wash cat while drunk! |
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krysallokard Cadet
Joined: 20 Feb 2007 Posts: 24 Location: Columbus, OH
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Posted: Thu Mar 08, 2007 12:26 pm Post subject: |
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I mentioned before that a powerful sensor array was 15-20k but after reviewing the rule I further that was not entirely correct. 15-20k is a reasonably powerful array, but by no means very powerful.
After looking at the various max ranges an powers one could easily build a sensor array in the 50-60k range. Tack on a multiplier (up to x5) for a large ship and it seems a but more reasonable.
I'll try to post the rules I have but there are lots of charts and such and I'm not sure how well I can get them to post. |
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Matthias777 Commodore
Joined: 08 Aug 2007 Posts: 1835 Location: North Carolina, USA
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Posted: Thu Dec 15, 2011 5:51 pm Post subject: |
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Does anyone have access to the charts mentioned in this thread? If so, could you post them? _________________ Arek | Kage |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Fri Dec 16, 2011 5:03 am Post subject: |
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I use Krapou's table from his Starship Pricing System, available here. Unlike most systems the sensors don't have a construction point cost, just a ready-made credit cost, so it adapts nicely to modifications. Just calculate the value of the differences. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Mon Dec 19, 2011 4:35 pm Post subject: |
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Liam (Gunman) Kissane wrote: | I have certainly not gone through every book I have, but as far as I have been able to find, there are no official rules for upgrading sensors.
The closest I have been able to find is on pg 41 of GG6 Tramp Freighters, but it refers only to replacements, and gives no stats.
As a GM I would use the rules for weapons modification on pg 37.
If you don't have GG6, pm me. |
Also, as the sensors have no weight and are dirt cheap, theres really no reason why you shouldnt always get them all... (except for the gravfield trap which was a bit expensive iirc). _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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vanir Jedi
Joined: 11 May 2011 Posts: 793
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Posted: Tue Dec 20, 2011 9:19 am Post subject: |
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Give me about 6hrs mate and I'll upload something rather special for you.
I'll edit this post and link it then.
okay here you go, try this system:
http://www.mediafire.com/?nhuu3civ117ld6a |
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