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New vs used starships and vehicles
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Jakster
Cadet
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Joined: 18 Aug 2024
Posts: 1

PostPosted: Sun Aug 18, 2024 1:47 pm    Post subject: New vs used starships and vehicles Reply with quote

The price differences in the official D6 charts are quite substanial, the most prominent example I can think of is the YT-1300 stock light freighter with 100.000 credits new vs 25.000 credits used.
Sadly, there are no rules or even guidelines afaik in the WEG books, for how to handle the difference.
And with such a hefty gap in price, I really think you should feel the difference in game.
Is there something official on that topic, that I have missed and how do you handle this in your games?
Has anyone made any house rules on this topic?
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Ziz
Lieutenant Commander
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Joined: 26 Feb 2022
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PostPosted: Sun Aug 18, 2024 2:51 pm    Post subject: Reply with quote

I'd imagine those numbers are just an example, not set in stone. Treat them like cars - price depends on age, condition, size, type, etc. - and adjust stats accordingly.
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garhkal
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Joined: 17 Jul 2005
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PostPosted: Sun Aug 18, 2024 2:54 pm    Post subject: Reply with quote

Even using real world examples, most used cars, run from 25-65% of new value..
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ThrorII
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Joined: 12 Jul 2019
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PostPosted: Sun Aug 18, 2024 10:08 pm    Post subject: Reply with quote

Just spit-balling here, but what about a Starship Repair roll at the start of each session to see if "something" is not functioning up to par? A failed roll would indicate something is functioning at -1D (manuverability, speed, shields, weapons, etc.) until a full day can be spent fixing it.

I play 1e, so I tend to the KISS method if I were to do such things.
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garhkal
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Aug 19, 2024 12:19 am    Post subject: Reply with quote

ThrorII wrote:
Just spit-balling here, but what about a Starship Repair roll at the start of each session to see if "something" is not functioning up to par? A failed roll would indicate something is functioning at -1D (manuverability, speed, shields, weapons, etc.) until a full day can be spent fixing it.

I play 1e, so I tend to the KISS method if I were to do such things.


I've seen one person who did something like that, but it was specifically for one ship a player bought off a dodgy salesman for 40% of 'used value'.. First 4 game sessions we had, he failed THREE of those rolls. FIrst doubled the time for hyper jumps, 2nd roll, cost us our 1d of shields, (we could repair it in flight though), and 3rd lessened the damage our main gun did..

He lost the ship in the 5th session, after we had to bail out in the escape pod...
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Mamatried
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Joined: 16 Dec 2017
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Location: Norway

PostPosted: Mon Aug 19, 2024 2:36 am    Post subject: Reply with quote

ThrorII wrote:
Just spit-balling here, but what about a Starship Repair roll at the start of each session to see if "something" is not functioning up to par? A failed roll would indicate something is functioning at -1D (manuverability, speed, shields, weapons, etc.) until a full day can be spent fixing it.

I play 1e, so I tend to the KISS method if I were to do such things.


use skills like system diagnosis (yes it exists) and the varoius repair skills, I can even see computer skill here for things

I like this variety in price, both for the quality of the vessel but also for the competiton, joe the starship salesmen is know to have higher prices than bob the merchant, but Bob also has more lower quality, worn out and not repaired vessels, so even with Joes higher prices we may get the best deal there.
Howver the chanses with Bob based on his reputation is to find some very very rare "wreck" that we may have to repair and upgrade ourselves but it will be the "classic" among us smugglers in the sector
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garhkal
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PostPosted: Mon Aug 19, 2024 2:39 pm    Post subject: Reply with quote

IF "Bob" lets them scower the ships before buying, they could use their repair skills to diagnose which ship(s) are the LEAST cranky, and buy the best one he has.
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
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PostPosted: Mon Aug 19, 2024 8:17 pm    Post subject: Re: New vs used starships and vehicles Reply with quote

Give used ships Starship Quirks.
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pakman
Commander
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Joined: 20 Jul 2021
Posts: 429

PostPosted: Tue Aug 20, 2024 2:30 pm    Post subject: Re: New vs used starships and vehicles Reply with quote

Whill wrote:
Give used ships Starship Quirks.


Love those Whill!

Hmm...those might be fun side effects of extended combat where the ship "soaked" the damage .....
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garhkal
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PostPosted: Tue Aug 20, 2024 3:27 pm    Post subject: Reply with quote

One of the quirks i gave a player many years back, after he bought a space yacht 2nd hand, was it was ran by an AI (female), who LOATHED combat, and if being shot at, would assume controls over the flight stick, to dodge, till it was able to hyper out... Eventually after many years owning it, he was able to reprogram the AI (comp engineering), and took that part out, but kept the rest.
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