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kinfo_howlingwolf Cadet
Joined: 22 Mar 2012 Posts: 13
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Posted: Tue Mar 27, 2012 12:52 am Post subject: Power generation on a ship? |
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I thought I saw a post somewhere in these forums about a crafty poster that made up a power generation system for ships that listed how much was used for normal use, hyperspace, combat, etc.
Of course now that I'm looking to use it in a campaign I can't seem to find the appropriate thread, anyone has-ies? |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Tue Mar 27, 2012 7:01 am Post subject: |
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No, there was one guy talking about Energy Management rules. Basically a power generator generated a x number of D in energy, which was consumed by the different systems. I dont know how far he got though and cant find the thread..
I was at the time thinking of a similar system myself. Not based on D:s but otherwise very similar. I never got further than general guidlines though IIRC. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Tue Mar 27, 2012 9:23 am Post subject: |
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Ah, my mistake then... _________________ RR
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Tue Mar 27, 2012 10:06 am Post subject: |
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ZzaphodD wrote: | No, there was one guy talking about Energy Management rules. Basically a power generator generated a x number of D in energy, which was consumed by the different systems. I dont know how far he got though and cant find the thread..
I was at the time thinking of a similar system myself. Not based on D:s but otherwise very similar. I never got further than general guidlines though IIRC. |
There were rules governing that in one of the sidebars of The Far Orbit Project. I'd site you a page number, but I honestly have no idea where in the book it is. I could go looking, but I've got my salvage project I'm working on in the spare time that I don't really have and should be doing grading anyway. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Mar 27, 2012 10:51 am Post subject: |
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Those rules just covered power distribution within an existing system, not total available power. I remember what ZzaphodD is talking about. IIRC, it was only ever mentioned as a concept with no real work done on it. _________________ "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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kinfo_howlingwolf Cadet
Joined: 22 Mar 2012 Posts: 13
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Posted: Tue Mar 27, 2012 6:36 pm Post subject: |
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What I remember is an awesome member posted a link to a website he/she made that actually broke all the concepts down. It wasn't that long ago that I saw it either, but I'll be a jawas uncle if I can find it again. |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Tue Mar 27, 2012 9:02 pm Post subject: |
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Raven Redstar wrote: | Far Orbit Project - Pg 25 wrote: |
Optional Rule: Power Control
"More power to shields!"
"Route additional power to main guns."
Although the Star Wars films refer to power switching and rerouting available power, the Star Wars Roleplaying Game has downplayed this mechanic in order to maintain simplicity. A gamemaster interested in increasing the level of technical detail can use the following rules.
A ship has enough power available to run all of its systems simultaneously, and has enough carrying capacity to channel up to an additional +2D to any system, rerouted from any other system. This power is in raw form, and has no benefit to computer systems, like the navigational computer or targeting systems. It might be able to boost communications range or active sensor scans.
In addition, power is commonly routed from an inactive system to an active one, and from non-firing weapons to firing weapons.
For example, the Far Orbit is in an exchange with another escort frigate. Captain Vedij orders extra power routed to the main weapons and shields. Power Control takes this power from the ship's two tractor beams with 4D of power each -- 8D of additional power to be divided among the 12 main turbolasers. Power Control allocates 1D to each forward turbolaser and 1D+2 to the forward shields, leaving +1 left over and of no benefit to any system.
As the enemy ship passes the Far Orbit on the right in the exchange, power control switches the extra power from the forward turbolasers to the right arc weapons and shields. The 8D are distributed differently this time, with 1D+2 going to each of the three right turbolasers, for a total of 5D (3D straight over with 2D getting split into 6 pips) and 1D+2 going to shields. The remaining 1D+1 goes either to waste in the power buffer or gets routed to some other system.
The power controller might have routed power from the left arc shields or weapons, but that would have meant that the left arc would be with little or no defenses to fend off surprises from that side of the ship. Starfighters with shields do this occasionally, switching shield power to a particular side the pilot expects to come under heavy fire.
Please note that ships moving All-Out (at the highest rate of speed) cannot fire or maneuver, and may not be able to use shields, at the gamemaster's discretion, this can be chalked up to routing all available power to the engines.
Transferring power is a demanding task, and carries some built-in difficulties. Use the following as benchmark difficulty numbers:
Condition: - Base Difficulty
Simple power rerouting (single system to single recipient) - Moderate
Rerouting multiple systems to a single recipient - Difficult
Rerouting multiple systems to multiple recipients - Very Difficult
Power switching takes time, however, When the shield operator rolls as indicated above, compare the result to the table below:
Operators Roll: Time taken:
1-5 = 2D rounds
6-10 = 1D rounds
11-15 = 2 rounds
16-20 = 1 round
21+ = 1 second
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I assume that the skill rolled depends on the system routing to. |
I posted this a long while ago. These are the rules for rerouting power from Far Orbit. _________________ RR
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Mar 28, 2012 10:55 am Post subject: |
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I think I was the one who was looking at power generation. I had started a set of rules for vehicle construction. D Space had some rules for poer requirements and I was considering porting them over. Later I saw the Far Obit book, and have since considered simplifying this by using a doubling system (i.e. 2x4D=5D and so on.).
The doubling system would greatly simplify things since a ship could be designed with a power output 1D or 2D over that of it's most powerful system and be certain to have enough pwer to spare, saving us the trouble of worrying about things like the running lights or cigarette lighter.
Unfortunately the projectm, along with most of my other gaming projects have been put of hold due to even in the real world. |
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