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Praxian Lieutenant Commander
Joined: 30 Mar 2010 Posts: 190
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Posted: Fri Nov 19, 2010 1:41 pm Post subject: Guide to ship building |
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I've been working on my own little personal project like this for a while now. When trying to gauge the stats and prices of various ships in the official guides, and some of the translations, just ran into a few small errors, and was looking to see if Gry or someone else had some ideas on how to work the prices out so they're "As close as they should be" for players who will want to use the setup I make.
One of the really big snags I keep running into is "Engine Pricing" and more importantly, in this case, "Space Movement".
In this case, the example I keep running into (that throws my numbers wacky usually), is ships with moves over 12 (I've got a couple of figures for prices for moves over 12, but the frustrating thing comes when the ships themselves are worth less than the space move engine - lol).
Ex: The space move of 12 is priced @ 500,000 creds. However ships like the Jedi Interceptor and the like are valued @ 140,000 (even some of the other ships - mainly combat vessels - are valued @ things like the 100k - 200k range). Should I ignore those - and use my figures for engine prices and state to my players something like "Unless you work for the planets govt. you're not gonna get that kind of price."?
Anyways - I am trying to keep the costs as close to what the books price as possible, just make something to where the players can "make their own vanilla ships" or contract a ship-yard to make it - or something.
I think I answered what I'll likely do - which is the govt. discount for ships like that, but wanted some feedback from the community. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Fri Nov 19, 2010 4:27 pm Post subject: |
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Think of it this way: if you buy a car it is $20,000, but if you buy a car piece by piece it would cost a lot more (likely 3x or more). _________________ Blasted rules. Why can't they just be perfect? |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Fri Nov 19, 2010 4:47 pm Post subject: |
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jmanski wrote: | Think of it this way: if you buy a car it is $20,000, but if you buy a car piece by piece it would cost a lot more (likely 3x or more). |
I would even say x100 or above if youre actually building the car for the first time.
Also, the 500K figure is an old figure from GG6 I assume, when only the A-wing was that fast. The price is for a small freighter moving at space 12, not a small starfihter. If you want to make a freight jet move at mach 2 I assume it would cost more than a jetfighter doing the same speed.
And lastly, consistency between rules and vehicles (and even between different vehicles) are almost non-existent in the SW rules. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Praxian Lieutenant Commander
Joined: 30 Mar 2010 Posts: 190
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Posted: Fri Nov 19, 2010 7:25 pm Post subject: |
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True, they're almost non-existent, but they're there a bit.
Thus, why I'm asking for some opinions.
As it pertains to Speed though, sports cars cost more (a lot more) than say my truck. The price difference between a Lamborghini and my GMC Jimmy is all about speed, engine power, and style of build.
Some things can be done differently I suppose, but the bigger function I'm trying to get is some kind of consistency to where I'll use it often and other players will use it. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Fri Nov 19, 2010 9:11 pm Post subject: |
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Praxian wrote: | As it pertains to Speed though, sports cars cost more (a lot more) than say my truck. The price difference between a Lamborghini and my GMC Jimmy is all about speed, engine power, and style of build.
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And Lamborghini parts will cost more than truck parts.... WAY more.... _________________ Blasted rules. Why can't they just be perfect? |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Fri Nov 19, 2010 9:36 pm Post subject: |
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Praxian wrote: | As it pertains to Speed though, sports cars cost more (a lot more) than say my truck. The price difference between a Lamborghini and my GMC Jimmy is all about speed, engine power, and style of build.
Some things can be done differently I suppose, but the bigger function I'm trying to get is some kind of consistency to where I'll use it often and other players will use it. |
But if you want your truck to go at 200 mph and also be able to handle the speed it wont come cheap. Think of doing the same thing to a 18 wheeler..(if it would be possible)..
If you want consistency you have to go your own way. Just choose the least inconsistent way, thats probably the best one can achieve. I for example, just ruled out the Speed 12 engine for light freighters. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Fri Nov 19, 2010 11:47 pm Post subject: |
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Yeah, Space 12 for a freighter is too much. _________________ Blasted rules. Why can't they just be perfect? |
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Praxian Lieutenant Commander
Joined: 30 Mar 2010 Posts: 190
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Posted: Sat Nov 20, 2010 11:19 am Post subject: |
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jmanski wrote: | Yeah, Space 12 for a freighter is too much. |
True, but for a starfighter it may not be. Especially for an interceptor kind.
While my focus is certainly star frieghters, since fighters use the same size of stuff as a majority of the ships the PC's will be on, trying to focus on that.
Just looking for a little feed back to see what the community at large thinks. |
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Krapou Lieutenant Commander
Joined: 21 Mar 2005 Posts: 173 Location: Bordeaux, France
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Posted: Thu Jan 27, 2011 10:27 am Post subject: |
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Hi ! (back from the dead !)
If you're still looking around fo pricing correctly the engines, you could look there :
http://krapz.free.fr/data/Starships_Pricing.pdf
With this system, I get a pricing of about 160k for the Jedi interceptor (without the booster ring).
On this price, about 45k is for the engines only.
My take on the engines pricing :
- the faster the ship, the higher the price (obviously)
- the bigger the ship, the higher the price: achieving space 12 on a 5m long fighter is far less expensive than on a 50m freighter !
ship pricing (details) :
size 5m : 1CP
consummables 2days + life support : 1CP
space 12 : 20CP
manoeuvrability 4D+2 : 25CP
hull 2D (+1 base) : 4CP
shields 2D : 4CP
weapon mounts 14 : 12CP (cost x2 due to small size)
weapons : + 8000 cred
total : 67CP (= 148k) + 8k = 156k
engines pricing = 156*20/67 = 46k _________________ Star Wars D6 Fanbooks |
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Praxian Lieutenant Commander
Joined: 30 Mar 2010 Posts: 190
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Posted: Mon Jan 31, 2011 9:41 pm Post subject: |
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Krapou wrote: | Hi ! (back from the dead !)
If you're still looking around fo pricing correctly the engines, you could look there :
http://krapz.free.fr/data/Starships_Pricing.pdf
With this system, I get a pricing of about 160k for the Jedi interceptor (without the booster ring).
On this price, about 45k is for the engines only.
My take on the engines pricing :
- the faster the ship, the higher the price (obviously)
- the bigger the ship, the higher the price: achieving space 12 on a 5m long fighter is far less expensive than on a 50m freighter !
ship pricing (details) :
size 5m : 1CP
consummables 2days + life support : 1CP
space 12 : 20CP
manoeuvrability 4D+2 : 25CP
hull 2D (+1 base) : 4CP
shields 2D : 4CP
weapon mounts 14 : 12CP (cost x2 due to small size)
weapons : + 8000 cred
total : 67CP (= 148k) + 8k = 156k
engines pricing = 156*20/67 = 46k |
1st off, welcome back!
I know I've been thumbing around with that. Personally I'm not a fan of Construction Points (which is why I've been working on my own little thing ).
Anyways, thanks for the feedback! |
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ifurin Lieutenant Commander
Joined: 20 May 2007 Posts: 208
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Posted: Tue Feb 01, 2011 12:55 pm Post subject: |
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in the D6 ships book preparing a ship for sublight speeds costs 2,500 credits, this counts as a move of 0. after that it costs 1000 credits for every space unit the ship can move. it's probably not what you're looking for but i hope it helps. |
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Anakin Lieutenant Commander
Joined: 27 Feb 2011 Posts: 129 Location: Sweden
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Posted: Fri Mar 04, 2011 6:27 am Post subject: Re: Guide to ship building |
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Praxian wrote: | I've been working on my own little personal project like this for a while now. When trying to gauge the stats and prices of various ships in the official guides, and some of the translations, just ran into a few small errors, and was looking to see if Gry or someone else had some ideas on how to work the prices out so they're "As close as they should be" for players who will want to use the setup I make.
One of the really big snags I keep running into is "Engine Pricing" and more importantly, in this case, "Space Movement".
In this case, the example I keep running into (that throws my numbers wacky usually), is ships with moves over 12 (I've got a couple of figures for prices for moves over 12, but the frustrating thing comes when the ships themselves are worth less than the space move engine - lol).
Ex: The space move of 12 is priced @ 500,000 creds. However ships like the Jedi Interceptor and the like are valued @ 140,000 (even some of the other ships - mainly combat vessels - are valued @ things like the 100k - 200k range). Should I ignore those - and use my figures for engine prices and state to my players something like "Unless you work for the planets govt. you're not gonna get that kind of price."?
Anyways - I am trying to keep the costs as close to what the books price as possible, just make something to where the players can "make their own vanilla ships" or contract a ship-yard to make it - or something.
I think I answered what I'll likely do - which is the govt. discount for ships like that, but wanted some feedback from the community. |
I invented a very accurate system, that so far is only available in Swedish, but I can translate the speed codes if you like. _________________ If you fall seven times, get up eight times. |
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