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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu Feb 06, 2014 2:30 pm Post subject: |
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Ral_Brelt wrote: | The point I was trying to make apparently got lost. The material needed to turn that 3d starfighter scale into a 10d blaster I believe would far outclass the amount necessary to make a 3d cap scale functional. |
I got your point, I just disagree. Rahter than trying to redesign a 9mm to fire .50 cal rounds, it more like trying to redesign a .50 cal to fire 16 inch artillery shells!
Now while I will freely admit that this would be quite a monumental task, and ultimately would mean redesigning the weapon from the ground up, I think the reverse, trying to turn a cannon that fire's 16" shells into something that can be ported around, and operated by a couple of people is just as difficult if not more so.
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The idea pitched would be more reengineering than modifying. But hey..if you want to have the ship down for months per weapon in your game so such can be done...so be it. |
Yup. I agree with you. In most cases it doesn't make much sense. But if somebody were trying to put together something like a Q-ship, it might be feasible.
Also, this partly depends on just how big the "starfighter" scale ship is. Fitting a big turbolaser onto a snub fighter is probably just impossible. More like you attach the fighter to the gun! On the other hand, fitting a turbolaser onto some of the medium freighters seems feasible. Starfighter scale covers quite a range. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Feb 06, 2014 4:20 pm Post subject: |
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crmcneill wrote: | garhkal wrote: | That;s by the main rulebook, not just tramp freighters. |
In that case, I never said what the base damage was, and even then, if they want to make it happen, there is no reason to let WEG's rules stand in the way (see my sig). |
SO if a PC can buy a ship with say a 7d+ damage weapon and modify it all the way up to 10d, why is it none of the bad guys have ever done the same? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Feb 06, 2014 4:50 pm Post subject: |
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That's what complications are for: capacitor banks that take up lots of cargo capacity, power fluctuations that shut down the entire ship when you pull the trigger, extremely low fire rates, cannon blows up or otherwise spectacularly malfunctions on a Wild Die. And that's without getting into the legality issues of having something like this installed on your ship. The point is, it's more fun to, rather than say "well, the rules say you can only do this", say "okay, you can install this, but here is what it will cost you, plus you have the potential for these mishaps, plus you don't want to get boarded with this thing installed, you are going straight to jail. Your call." If they still want to do it, fine; let the fireworks show commence. _________________ "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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Ral_Brelt Lieutenant Commander


Joined: 05 May 2013 Posts: 221
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Posted: Thu Feb 06, 2014 4:52 pm Post subject: |
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atgxtg wrote: |
Now while I will freely admit that this would be quite a monumental task, and ultimately would mean redesigning the weapon from the ground up, I think the reverse, trying to turn a cannon that fire's 16" shells into something that can be ported around, and operated by a couple of people is just as difficult if not more so. |
Man portable? Who said anything about such? This has always been about outfitting a freighter with OHMYGAWSHGOTTAONESHOTALLDERP super starfighter scale blasters.
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Yup. I agree with you. In most cases it doesn't make much sense. But if somebody were trying to put together something like a Q-ship, it might be feasible.
Also, this partly depends on just how big the "starfighter" scale ship is. Fitting a big turbolaser onto a snub fighter is probably just impossible. More like you attach the fighter to the gun! On the other
hand, fitting a turbolaser onto some of the medium freighters seems feasible. Starfighter scale covers quite a range. |
Certainly some freighters could handle a cap scale addition, take the HT-2200 and its 800 metric tons of cargo. One bay could be retasked as a turbolaser emplacement. If a PC begged and moaned to Yarf out his Xwing in my game and I finally gave in, there would be serious issues when he fired. For example, draining the drive system and making said Wing float dead in space, or the backlash of firing causing hull damage to his ship. Or even burning out fire control and the linkages to said cannon. Any such mod would have setbacks, and a cap scale gun would follow cap scale rules, fire control, bonuses and penalties. That's why I think the idea of 10d starfighter scale came up. To punch an ISD without drawbacks and to one shot anything in the same class... Its an attempt to bypass the rules governing scale.
e] |
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DougRed4 Rear Admiral


Joined: 18 Jan 2013 Posts: 2295 Location: Seattle, WA
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Posted: Fri Feb 07, 2014 1:14 pm Post subject: |
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Talked by phone with one of my players last night (the one who asked the initial questions), and got everything straightened out.
In our case, the question was more how do we handle starfighter-scale weapons mounted on a capital-scale ship?
I've heard it said before (and I tend to agree) that this game would be far more streamlined if they simply had Starship Piloting and Starship Gunnery. It sounds like that's all there is in the SAGA version of the game. SAGA also has things far easier when it comes to pricing weapons, or figuring out space for them and other factors, as they all work on the same numbers, but larger ships (and weapons) apparently have different modifiers across the board.
Part of what makes the D6 skills confusing is that there are four different piloting skills (Archaic, Capital, Starfighter, and Space Transports) and two different Gunnery ones (Capital and the generic 'Starship'). Then Starship Gunnery, to complicate things even further, works sometimes for capital-scale ships and sometimes for starfighter-scale.
I think for my game, I'm going to always assume the weapons are of the same scale as the ship they're mounted on, and if there's an exception (which we've seen a bit of lately) that will be spelled out with an additional line in the weaponry stats, saying "Scale: Starfighter" or the like. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Fri Feb 07, 2014 4:49 pm Post subject: |
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We rolled all the piloting skills into "Piloting" in our campaigns a couple years back, and it worked out fairly well.
These days, I am thinking that it might be nice to make some sort of related skill rule. Maybe something like how languages works, with a character who becomes "familiar" with a certain type of piloting avoiding some rolls, some penalties or at least reducing the difficulty.
SAGA did make some stuff easier. Perhaps because they had seen what happened in D6, or perhaps because the new series have mixed stuff a bit more than WEG had. WEG's scales was something of a quick fix to address the stats given in the Sorcebook. I wish WEG would have updated the stats and gotten rid of scale.
WEG's DC RPG gave a method for handling large numbers of dice, multipliers, and that probably could fix most of the scale bugs. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Feb 07, 2014 5:35 pm Post subject: |
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I could maybe see rolling fighter and freighter into one piloting, but not cap and archaic in with those 2. _________________ Confucious sayeth, don't wash cat while drunk! |
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DougRed4 Rear Admiral


Joined: 18 Jan 2013 Posts: 2295 Location: Seattle, WA
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Posted: Fri Feb 07, 2014 6:00 pm Post subject: |
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Well, archaic is hardly ever used, that's true.
I think the easiest and simplest is to either:
a) Just make one Piloting skill roll (for all piloting); this seems to me to best reflect the films. Back in the days of the OT we thought Kenobi hated space travel, but by the Prequels we learned that even he could buzz around the busy streets of Coruscant or pilot a Jedi Starfighter.
or
b) Do like the Star Wars CCG did, and break all ships down into two classes: Starfighter and Capital. Ships like the Millennium Falcon are considered 'starfighter' class.
My own inclination would be to do (b) above, but for now I'm keeping the (somewhat confusing) skills of the rules. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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Leon The Lion Commander


Joined: 29 Oct 2009 Posts: 309 Location: Somewhere in Poland
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Posted: Fri Feb 07, 2014 6:19 pm Post subject: |
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For my own, I solved the weapons skill thing by dividing weapons by crew requirement. Scale is unimportant, and so is weather the weapon is mounted on a spaceship, tank, or ground emplacement. Everything which can be effectively directed and used by a single person, like the fixed weapons on a fighter or light turrets like on the Millenium Falcon, is used with Gunnery skill. Everything else, which needs more people to effectively employ - crew-served guns - is used with Artillery skill. _________________ Plagiarize! Let no one else's work evade your eyes,
Remember why the good Lord made your eyes! So don't shade your eyes,
But plagiarize, plagiarize, plagiarize... Only be sure to call it, please, "research".
- Tom Lehrer |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sun Feb 09, 2014 11:19 am Post subject: |
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I kind of like rolling up all skills to Piloting and Gunnery, personally.
I've also wondered the same about repair skills... perhaps make all the identified repair skills specializations? Seems odd to me that someone can be extremely good at fixing a starfighter but not a landspeeder. _________________ Blasted rules. Why can't they just be perfect? |
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Leon The Lion Commander


Joined: 29 Oct 2009 Posts: 309 Location: Somewhere in Poland
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Posted: Sun Feb 09, 2014 11:56 am Post subject: |
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Well, how similiar is fixing a car to fixing an airplane? I'm sure there is some cross-over, but I wouldn't think it's the same exact skill.
For myself, I allow defaults between related skills like that. So if you're good at one, you get to use it to do the other that you have no normal training at, at reduced value but still better than the bare atribute. _________________ Plagiarize! Let no one else's work evade your eyes,
Remember why the good Lord made your eyes! So don't shade your eyes,
But plagiarize, plagiarize, plagiarize... Only be sure to call it, please, "research".
- Tom Lehrer |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Feb 09, 2014 3:37 pm Post subject: |
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Very true. I am great at repairing communications gear, and can do passable work on PCs and radars. But give me a robotic unit (like say those on assembly lines), or a car, i suck. _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Mon Feb 10, 2014 8:38 am Post subject: |
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I guess that's true. It just seems like there are so many more skills necessary to be a tech. _________________ Blasted rules. Why can't they just be perfect? |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Mon Feb 10, 2014 11:21 am Post subject: |
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Leon The Lion wrote: | Well, how similiar is fixing a car to fixing an airplane? I'm sure there is some cross-over, but I wouldn't think it's the same exact skill. |
Actually quite a bit of similarity. Pretty much most the basics are the same.
garhkal wrote: | Very true. I am great at repairing communications gear, and can do passable work on PCs and radars. But give me a robotic unit (like say those on assembly lines), or a car, i suck. |
LOL! I'm a electronics technician who has worked as a troubleshoot & repair tech on communications equipment and I would say the same.
I think what we got here are a couple of repair skills, mechanical repair and electronic repair.
I could see most repair tasks defaulting to these two (and maybe a couple more, such as programming) skills. Stuff like aircraft mechanics and automotive mechanics could be considered separate advanced skills. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Feb 10, 2014 4:49 pm Post subject: |
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Fellow ET (squid style!).. Nice. What are your NECs? _________________ Confucious sayeth, don't wash cat while drunk! |
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