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Pesky Hyperdrives...!
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Mojomoe
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PostPosted: Sun Oct 20, 2013 2:58 am    Post subject: Pesky Hyperdrives...! Reply with quote

Here's a real quick question for you GM types -

I have some quick-witted players who manage to avoid space combat by jumping to hyperspace at the first sign of enemy fighters. Has anyone had success in keeping layers like that 'space-grounded' long enough to dogfight, instead of simply jumping to light speed at the drop of a hat? Perhaps I just have players that know the system too damned well.

I suppose I could always implement a fuel cell system and force the to pay for their jumps...
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shootingwomprats
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PostPosted: Sun Oct 20, 2013 4:32 am    Post subject: Reply with quote

Pick an astrogation difficulty number. Typically Moderate (13+). The difficulty number may be adjusted up or down based on how perilous the route is. Remember a hasty entry doubles the difficulty number.

If the roll is failed by 10+ they cannot enter Hyperspace, a new astrogation calculation is required. A roll missed by 1-9 an astrogation mishap, refer to R&E p.119.

Calculating the Jump
Hasty Entry ... 1 turn to calculate
Typical Entry ... requires 12 turns if using a well traveled route or calculated coordinates.

Calculating a route between known systems takes about half an hour. If the ship has never jumped to the destination system before these calculations can take several hours.

Now if you want to add some house rules. I tell characters that they must clear the gravitation well of the planet, this requires 10+ turns. Then they can start calculating the astrogation roll, 12 turns, for a total of 24 turns at a minimum.

The number of turns you require for them to leave the gravitation well depends on you. If you want to make it 20+12/1 turns make it that way.

If the players push you to be able to make a jump from inside the gravitational well, require them to make either a Heroic (35+) astrogation roll or the x2 difficulty for hasty entry, whichever is higher.

Hope that helps.
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TyCaine
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PostPosted: Sun Oct 20, 2013 11:03 am    Post subject: Reply with quote

How have you been playing the hyperspace rules with them? Has it been a case of they say they want to jump to hyperspace, and poof their gone?

If so, that's where part of the problem is, as SWR said they should be rolling for the hyperspace astrogation checks and at a greatly increased difficulty due to it being a hasty 'retreat'.

Look at Han & Chewie when they get into a crunch, they talk about one of them having to calculate the jump to light speed while the other tries to hold the Imperials off...

SWR's thoughts were great, and I hate to say I'm stealing them for myself, though I've always instituted the astrogation checks, those ideas posted here make it more exciting I think.

These ideas should keep them around long enough to get some contact with the TIEs (or whoever), add that the TIE pilots are targeting specific areas of the player's ship and you could have their hyperdrive temporarily knocked out of commission. From there some very creative flying will be needed (more rolls) to avoid being shepherded towards the waiting cruiser and it's tractor beams......

Which could lead to them retreating into an asteroid field to try and hide (sound familiar?) or flying into the atmosphere of the nearest planet and holing up somewhere... Which leads to interaction with the inhabitants of the planet to bargain for parts... etc, etc, etc...


And it all started with a failed astrogation check, and a lucky shot from the TIE flight leader... Very Happy


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Leon The Lion
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PostPosted: Sun Oct 20, 2013 2:42 pm    Post subject: Reply with quote

Good thoughts all around.

For myself:

shootingwomprats wrote:
Now if you want to add some house rules. I tell characters that they must clear the gravitation well of the planet, this requires 10+ turns. Then they can start calculating the astrogation roll, 12 turns, for a total of 24 turns at a minimum.

I'm pretty sure you should be able to start calculating/loading the jump right away, without the need to climb up the gravity well first, even though you can't actually execute it until you do. After all, you are allowed to pre-calculate a jump without even ever being in it's starting system. So if you have at least two people in the ship, the time to get far enough away from the planet and the time to calculate/load the jump should be counted down simultainously, not additively.

On the other hand, if we're talking house-rules, I'd use the normal action rushing rules for hyper jumps, so a rushed calculation/loading should take 6 turns (half normal time) instead of just 1.

Considering that a high-end astromech droid may store up to 10 pre-calculated jumps, I'd expect that a full-sized ship's computer should be able to hold at least this many too, if not more. So if they're expecting trouble, they may, and in fact should, if they're at all sensible people, have an evacuation jump pre-calculated before even entering the system.

Mojomoe wrote:
I have some quick-witted players who manage to avoid space combat by jumping to hyperspace at the first sign of enemy fighters.

And that's another thing. How exactly do they know there are enemy fighters incoming? So another idea: if you're not already, enforce the sensor rules and require the PCs to actually detect the enemy instead of just telling them there's one approaching. And be sure the enemy does not make it easy on them to do so. For example, two can play the hiding-in-the-asteroids game...
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Kytross
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PostPosted: Sun Oct 20, 2013 5:05 pm    Post subject: Reply with quote

Interdictor cruiser and gravity mines.
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Jedi Skyler
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PostPosted: Sun Oct 20, 2013 5:31 pm    Post subject: Reply with quote

A hyperdrive mishap pulls them out of hyperspace, and unfortunately it happens to be in very close proximity to a Lancer frigate or something, maybe a ship carrier. They will, of course, launch immediately. Or perhaps the characters drop out of hyperspace right near an Imperial operation already in progress, with TIE fighters already launched. The mishap will require the techs to fix the problem before they can exit via hyperspace, and will force the PCs to engage in combat with the rapidly closing fighters...
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Quetzacotl
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PostPosted: Mon Oct 21, 2013 1:57 am    Post subject: Reply with quote

But you can do something like that only so often until it becomes rediculus how often you stumble apon the empire or some other enemies right in the middle of nowhere.

In Star Wars space is not that densely populated (also the asteroids of an asteroid belt or field are rediculusely close to one another).
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DougRed4
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PostPosted: Mon Oct 21, 2013 1:55 pm    Post subject: Reply with quote

My most knowledgeable player (on SW and the EU) has pointed out that good pilots often have two jumps pre-programmed. One to immediately jump away (only when they know about it, of course), and then a second that takes them on a different trajectory, just in case their adversaries calculate where they went with the first jump.
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garhkal
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PostPosted: Mon Oct 21, 2013 6:10 pm    Post subject: Re: Pesky Hyperdrives...! Reply with quote

Mojomoe wrote:
Here's a real quick question for you GM types -

I have some quick-witted players who manage to avoid space combat by jumping to hyperspace at the first sign of enemy fighters. Has anyone had success in keeping layers like that 'space-grounded' long enough to dogfight, instead of simply jumping to light speed at the drop of a hat? Perhaps I just have players that know the system too damned well.

I suppose I could always implement a fuel cell system and force the to pay for their jumps...


Being by the rules, you need to spend a MINUTE at least inputting and waiting for conformation on your astrogation coordinates before you can jump, that right there should be a limitter to this situation.

Quote:
And that's another thing. How exactly do they know there are enemy fighters incoming? So another idea: if you're not already, enforce the sensor rules and require the PCs to actually detect the enemy instead of just telling them there's one approaching. And be sure the enemy does not make it easy on them to do so. For example, two can play the hiding-in-the-asteroids game...


That's a good point. How do they know fighters are on them if they are not monitoring sensors all the time (and even in passive mode they still send out some energy signature.)
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vanir
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PostPosted: Tue Oct 22, 2013 3:58 am    Post subject: Reply with quote

DougRed4 wrote:
My most knowledgeable player (on SW and the EU) has pointed out that good pilots often have two jumps pre-programmed. One to immediately jump away (only when they know about it, of course), and then a second that takes them on a different trajectory, just in case their adversaries calculate where they went with the first jump.


preprogrammed coordinates are fine, but you still need to recalculate to jump from the moment and place you're in at that moment, so radial velocities of stellar objects can be accounted for and so forth, ie. while you can have a set of preprogrammed coordinates, when you go to actually use them you need to make astrogation calculations from this point in time as well as this location. Preprogrammed coordinates just reduces memory space the nav computer requires to perform the calculations, you give it specific charts instead of every chart you have at once.

Our House Rules are you need a min.50 space unit clearway from any midsize terrestrial body, so more like 100 spaces from a giant terrestrial and 200 spaces from a gas giant's terrestrial moon, maybe 500 spaces from an inner planet close to its star.

You cannot hyperjump through an asteroid field (without a very detailed, updated and current local chart), you cannot hyperjump through debris.
Look at your Star Wars Essential Atlas, trace the line of their planned route and take note of things that should be in their way, like exiting Kessel for Wildspace as quickly as possible kind of takes you through the Maw and you really don't want to do that...

First rule for using the Atlas is known routes cut travel times significantly. We're talking months are turned into weeks, weeks are turned into days. Unless the PC Party wants to spend six months in hyperspace aboard cramped transports overstocked with rations attempting to survive the journey, it is always smartest for PC Parties of the typical formation, a few light transports with mods and half a dozen PCs and henchmen in the Party. You need local routes just to travel around your own Sector.

Sure you can hyperjump to Coruscant in X-days from Tattooine but unless you want to go strolling through every Imperial checkpoint in the galaxy for one, cross every regional fleet's patrol highway, wait in ques for a customs inspection at every industrial world that lines a major galactic trade route, it's always best to use local travel routes. The Triellus Run (Hutt Highway) can take you from the Northern Dependencies to the Trailing Sectors and the Southern Core in mere days compared to literally months and years of blind hyperspace travel for a meandering plotted random journey without the benefit of established starship scouts cartography.

My PCs are very familiar with my GM style. They say, "I hit the hyperspace."
I say, "Give me the list of local charts and galactic charts you've accumulated." - as I make each PC with a starship record his collection of local star charts, only the major galactic trade routes are a given.

"Which one do you want to use?"
If the PCs want to plot a blind or random course, I modify the difficulty at the outset accordingly. The astrogation times will reflect a blind course, never before specifically calculated from this location to that destination. So will the difficulty requirements. I look at the Atlas, size up what I think is in their path. Modify difficulties. I consider the complication that stars move relative positions over time so calculations are multiplied in difficulty ratings.

The smart play for PCs: you have some local charts. Make this a part of your GM style that you require Players to record local star charts as they find them, so that Bespin to the Corellian Trade Spine in hours might be fine if you grew up in Bespin and knew where to get local charts, but if you're an outsider who's never been there before those hours quickly turn into days and the difficulty goes up.

Oh yeah, I can keep Players occupied making hyperjump calculations basically long as I want at any time as a GM.
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shootingwomprats
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PostPosted: Tue Oct 22, 2013 5:24 am    Post subject: Reply with quote

Yeah I been re-reading the rules. It appears you need to:

1. Plot a trip (30 minutes to several hours).
2. Input trip into the Nav-comp (12 rounds, 1 round double the difficulty).
3. Hit the hyperspace button (requires 50 spacial units from gravity well).

It is never explained what happens if you do not have a course plotted before you hit the Nav-Comp. We can assume you must have a starting location and a destination. This is more than likely not an optimally calculated route.

I would assess a x2 to x5 time penalty to the trip depending on the conditions just prior to the hyperspace jump. If a trip would normally take 18 hours, a rushed hyperspace calculation would make the trip 36-90 hours
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Ral_Brelt
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PostPosted: Tue Oct 22, 2013 8:14 am    Post subject: Reply with quote

I'd argue that you dont have to have your origin and destination laid into the comp to hop into hyperspace. I mean, on a basic level, do you tell your car where it is and where your going before setting your cruise control? You press a button and go...same concept in my games. The preventative for PCs blind jumping is that they go where the GM wants, which is invariably a place lacking in shiny toys, credits, a good sabaac game, whatever motivates your players. I had a party blind jump a stolen corvette from an Imp resupply base across a minefield and end up in wild space for one adventure. They rabbitted because a Vic II came in across their planned escape vector, and the station was launching TIEs. But I digress...if the party is flipping the switch to escape a fight, you can always make use of issues, roll some dice, make a face and explain things go fine on the jump out, only to have the hyperdrive make a horrendous noise and dump them into realspace where you want them...maybe a derelict ship floating in the black empty between systems, or in wild space with entirely unknowns...'why are their weapons ripping through our shields *and* damaging our hull?'
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DougRed4
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PostPosted: Tue Oct 22, 2013 12:51 pm    Post subject: Reply with quote

So who here is Oliver Queen over on the Google+ group?
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shootingwomprats
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PostPosted: Tue Oct 22, 2013 1:29 pm    Post subject: Reply with quote

That would be me, Don.
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atgxtg
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PostPosted: Tue Oct 22, 2013 1:55 pm    Post subject: Reply with quote

Ral_Brelt wrote:
I'd argue that you dont have to have your origin and destination laid into the comp to hop into hyperspace. I mean, on a basic level, do you tell your car where it is and where your going before setting your cruise control? You press a button and go...same concept in my games.'


Except your can on cruiser control doesn't have to steer, take the right off ramp, avoid other traffic, change lanes, drive around obstacles, slow down when passing an accident or any of the other driving stuff that the driver does. All cruiser control does is maintain a constant speed.

The navi-computer on a spaceship is calculating a course from one spot in the universe to another, both of which are moving constantly, while trying to avoid colliding with any one of a vast number of objects that are moving into and out of the flight path.

It's just not the same thing. It's not like you can just press go and then hit the break pedal when you see your destination up ahead.
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