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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16259 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Aug 27, 2017 11:16 pm Post subject: Reverse-Stating Starships with D6 Space. |
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Has anyone attempted to reverse stat known SWU ships using the ship design rules from D6 Space? It's something that just occured to me on the road, and I haven't had a chance to browse D6 Space Ships yet. Anyone already ahead of me on this? _________________ "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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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Mon Aug 28, 2017 3:28 am Post subject: |
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Maybe it's just me, but the ship design system in D6 Space is really clunky. It might be a little better if you were working from the worksheet provided in the book, but just reading through gave me a bit of a headache. _________________ RR
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Mon Aug 28, 2017 6:22 pm Post subject: |
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So, upon further review... each ship has a 5 page worksheet to build it. I know that for the most part, you'd be just copying the stats and then figuring out how to do it within the system, but I'm wondering to what end? Why re-work everything through D6 Space?
Although, a cool thing that could be added for Fighters with Hyperdrive are the additions of turning the cockpit into a Cryo-Stasis pod for the pilot to be able to go into suspended animation for the duration of long distance trips. Except that it doesn't really feel very "Star Wars". _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16259 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Sep 01, 2017 12:14 pm Post subject: |
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The main reason I asked is that a weakness of the Tramp Freighters ship modification system is that it does not take into account the base mass of the ship when installing a new drive. The D6 Space system includes that factor in a ship's design (IIRC), which would allow ship designers to factor in relative mass and drive strength when calculating changes in performance when a new drive is installed. _________________ "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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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3191
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Posted: Fri Sep 01, 2017 12:46 pm Post subject: |
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Seems like the easiest thing to do would be to male a formula whereby the drive's base speed is divided by the ship's mass "code" (you would ha e to assign a mass code to each ship, or at least each type of ship). |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Fri Sep 01, 2017 1:42 pm Post subject: |
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Quote: | The main reason I asked is that a weakness of the Tramp Freighters ship modification system is that it does not take into account the base mass of the ship when installing a new drive. The D6 Space system includes that factor in a ship's design (IIRC), which would allow ship designers to factor in relative mass and drive strength when calculating changes in performance when a new drive is installed. |
One problem with using D6 Space's system is that you can have 2 ships that are of similar configurations with vastly different mass ratings.
2 Example Strike fighters (1 man starfighters) One has Tonnage at 84 and the other at 245.
Plus, tonnage increases with faster drives, but doesn't take the ship's tonnage into account when determining speed. _________________ RR
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