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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Dec 30, 2011 1:14 am Post subject: |
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jmanski wrote: | The defensive side as in how do you combine the squadron for to hit, damage, and effects of damage?
If you combine a squadron of 12 it gives you a what, +3d bonus (a guess). So when an enemy capital ship fires and hits your squadron, do you roll hull + 3d combined action bonus to soak? If so, what does the damage mean?
Am I asking too many questions? :D |
Not at all. I haven't really come up with anything concrete on this. The only gaming system that has done so to any degree is Battlefleet Gothic, where fighters, bombers and assault boats are considered ordnance, like torpedoes. Squadrons are treated as a singular unit or marker on the board, and are removed once their mission is complete.
As far as ratings, I was thinking that the squadron would have a base dice value, depending on their skill rating, so a squadron of rookies would have a 1D rating, while an elite squadron like the Rogues would have a 6D. In addition to that, each squadron would have an additional rating for the type of mission they were performing, be that fleet defense, superiority, strike, etc. The two dice values would then be stacked for rolls depending on the mission being performed. To resolve damage, the chart would have a base pip value, representing the number of pips subtracted from the base strength and the mission modifier, which would then be applied to a multiplier attached to the base rating.
For example, lets say Rogue Squadron has a base rating of 6D and is performing a superiority escort for a squadron of B-Wings attacking a Star Destroyer. X-Wings are rated at 3D for superiority missions, and lose strength at a rate of x1.5 per pip in damage. They are facing a veteran squadron of TIE Interceptors (base rating 3D) on fleet defense (also 3D) and lose strength at a rate of x.75 per pip in damage). The Rogues then roll a total of 9D against 6D for the Interceptors, with a result of 11 points of damage. 11 x .75 = 8.25 (round down) = 8, which is then converted to pips (2D+2) and subtracted from the combined total for the Interceptors (6D - 2D+2 = 3D+1). In the next round, Rogue Squadron would continue to roll 9D against the 3D+1 of the Interceptors, eventually crushing them.
Most squadron battles would be more evenly matched (as the Rogues are arguably the best in the galaxy). Imperial commanders would be able to compensate for inferior starfighter quality by throwing more TIEs into the maxing (stacking pips for higher dice values when fighting at 2 to 1 odds).
This is all purely theoretical at this point, and the example was basically made up off the top of my head. I expect there will be errors and things I haven't seen, but this is where my imaginations have been taking me.
Thoughts? _________________ "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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Matthias777 Commodore
Joined: 08 Aug 2007 Posts: 1835 Location: North Carolina, USA
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Posted: Fri Dec 30, 2011 2:00 am Post subject: |
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crmcneill wrote: | I have had some thoughts on the subject, but I'd like to hear more of your thoughts before I dive in with an answer that may or may not be on topic. |
Er...I think we've already crossed that line... _________________ Arek | Kage |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Fri Dec 30, 2011 6:02 pm Post subject: |
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I see what you did. It would require more "external" components, but would probably be easier once you figured out those numbers.
At first glance I see that number of ships in each squadron isn't in the equation, but that could be fixed.
I had always thought that damage to the squadron should come in damage/loss of fighters in the squadron, but your solution could also take that into account- given enough fleshing out.
I don't run much in the way of fleet combat but am interested (you never know when such a thing will arise, after all). _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Dec 31, 2011 12:10 am Post subject: |
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I originally thought about doing stats for both squadron strength and individual ability for the pilots, but in the end, it just seemed simpler to give a single dice rating that combined both, with the ability of the respective pilots showing up in the damage stats (i.e. an ace pilot getting removed from combat is going to have a greater negative effect on the squadron's overall combat effectiveness than would the loss of a rookie on his first mission). _________________ "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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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Dec 31, 2011 10:51 am Post subject: |
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I can see that. A veteran squadron would be used to losses like that. Even if it lost a veteran member the rest would rally around the other vets. _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Dec 31, 2011 10:24 pm Post subject: |
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Exactly. Making squadron strength a single number reflecting multiple factors makes it easier to take all those factors into account. A squadron could potentially be reduced to 0D effectiveness without actually losing all of its ships and pilots, but the unit could be so badly decimated and demoralized that the remaining vessels are no longer combat effective, and have to retreat.
I had some thoughts on reducing capital ship command and combat to a one-character deal by making it an extension of the Command skill, in that the Command difficulty is decided by several factors (size of the crew, level of training and discipline, etc.), and that getting a ship to perform a given action is a function of base difficulty for the ship and crew, plus the difficulty of the action itself (or some combination thereof). Essentially, rather than giving orders to his subordinate officers, the captain makes a Command roll, and things either do or do not happen. _________________ "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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Mikael Hasselstein Line Captain
Joined: 20 Jul 2011 Posts: 810 Location: Sweden
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Posted: Sun Apr 21, 2013 11:32 pm Post subject: |
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Okay, so I've been thinking about this too lately, so I'll go ahead and bring this thread back from the dead. Matthias was asking for a systerms operator list, so that made me think about what systems a ship might have. Also, I'm trying to think on a larger scale. Smaller vessels would simply eliminate certain systems from needing individual attention.
First off, the bridge crew members may be the persons who direct things from the bridge, but on large capital ships, they require more people to work the entire system. That's why (I guess) so many capital ships require such insanely large crew complements.
So, I'll start with the systems for which you have bridge crew members. I'll also add some things for which you would probably have operational specialists
So, a starting list of systems:
Directional control
Velocity control (this and the previous are somewhat integrated as directional changes are determined by differential firing of thrusters)
Sensor systems
Nav computer
Nav and Sensor integration (According my my, mostly made up, idea of how a navigation works, it requires both the computer and the sensors to work together.)
Shield systems
- particle shields
- energy shields
Comm systems
- intercom
- subspace
- Hypercomm
- HoloNet
- laser
Offensive systems
- targeting system (integrated with sensors)
- laser cannons
- turbolasers
- ion cannons
- self-propelled projectile launchers (missiles/torpedoes)
- - reloading
- - storage
- tractor beams
- - hangar interception
Power generation
Power storage (aka batteries)
Power routing
Life Support
- Artificial Gravity generators
- - inertial compensator
- Atmospherics
- - oxygen supply
- - nitrogen supply (in case of depressurization)
- - carbon dioxide supply (in case of depressurization)
- - pollutant removal
- - routing
- - pressure control
- Water
- - water supply
- - pollutant removal
- - routing
- - pressure control
Logistics and Supply Departments (Ship's Clerk/Purser/Chief Steward)
- Nutrient Consumables
- Fuel Supply
Data Collection
Entertainment
Physical conditioning/Medical
Engineering/Repair
Damage Control
Droid Maintenance
Weapons Storage (small arms)
Janitorial
I could go on - also, if someone wants to recreate that Red Dwarf feeling, you might add vending machines in need of frequent repair or reprogramming.
Last edited by Mikael Hasselstein on Thu Nov 07, 2013 2:36 pm; edited 5 times in total |
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lurker Commander
Joined: 24 Oct 2012 Posts: 423 Location: Oklahoma
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Posted: Mon Apr 22, 2013 10:40 am Post subject: |
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Mikael Hasselstein wrote: |
...- also, if someone wants to recreate that Red Dwarf feeling, you might add vending machines in need of frequent repair or reprogramming. |
Haaaaa now that is a blast from the past!
Nice list.
I'd add damage control (all other sections will play a part in doing the work, but there will be a DC command & control. _________________ "And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors. |
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Mikael Hasselstein Line Captain
Joined: 20 Jul 2011 Posts: 810 Location: Sweden
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Posted: Mon Apr 22, 2013 7:55 pm Post subject: |
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lurker wrote: | I'd add damage control (all other sections will play a part in doing the work, but there will be a DC command & control. |
Good call. I just added it to the list. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Apr 22, 2013 8:20 pm Post subject: |
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I noticed you left out straight computers, such as for making ships logs, copies of store room inventories etc... _________________ Confucious sayeth, don't wash cat while drunk! |
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Mikael Hasselstein Line Captain
Joined: 20 Jul 2011 Posts: 810 Location: Sweden
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Posted: Mon Apr 22, 2013 11:27 pm Post subject: |
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garhkal wrote: | I noticed you left out straight computers, such as for making ships logs, copies of store room inventories etc... |
You're right, I had not thought of that. Is 'computers' really the term for it, though? I'll add it as 'Data Collection'. |
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Darth_Hilarious Lieutenant Commander
Joined: 17 Apr 2013 Posts: 129 Location: Somewhere over there --------->
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Posted: Tue May 07, 2013 8:38 pm Post subject: |
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Mikael Hasselstein wrote: | garhkal wrote: | I noticed you left out straight computers, such as for making ships logs, copies of store room inventories etc... |
You're right, I had not thought of that. Is 'computers' really the term for it, though? I'll add it as 'Data Collection'. |
That would make those computers part of Logistics and Supply Departments |
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Mikael Hasselstein Line Captain
Joined: 20 Jul 2011 Posts: 810 Location: Sweden
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Posted: Wed May 08, 2013 1:42 am Post subject: |
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Darth_Hilarious wrote: |
That would make those computers part of Logistics and Supply Departments |
Okay, added. I put Quartermaster behind it. Mathias has that the Ship's clerk. I've heard that role called the Quartermaster. Maybe these are names from different RW shipping cultures. Any naval people out there to set this straight?
Correction: I have the title of quartermaster correct for armies, but not for navies (source) On a merchant vessel, this role is also called the purser. In the US Merchant Marine, this person is called the Chief Steward. |
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Mikael Hasselstein Line Captain
Joined: 20 Jul 2011 Posts: 810 Location: Sweden
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Posted: Thu Oct 31, 2013 1:08 am Post subject: |
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Okay, so I'm playing around with some 'what is life like aboard ship' ideas, and doing some research.
I just found this link, which discusses life aboard a US Navy submarine. I imagine life aboard a submarine is the closest comparison we would have to life aboard a SW military starship:
http://www.navy.mil/navydata/cno/n87/faq.html |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Thu Oct 31, 2013 11:05 pm Post subject: |
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That's my conclusion as well. _________________ Blasted rules. Why can't they just be perfect? |
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