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Scale Difference with Starship Weapons
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atgxtg
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PostPosted: Tue Feb 11, 2014 12:12 pm    Post subject: Reply with quote

garhkal wrote:
Fellow ET (squid style!).. Nice. What are your NECs?


Naval Enlistment Classification Codes? Sorry, I don't think I get the acronym.
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atgxtg
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PostPosted: Tue Feb 11, 2014 12:18 pm    Post subject: Reply with quote

garhkal wrote:
I could maybe see rolling fighter and freighter into one piloting, but not cap and archaic in with those 2.


I can, but either as branching of advanced skills (like I suggested with tech skills) or sorta like the way languages work. That is if you don't have the proper experience, you roll, but if you do you either can skip some rolls and/or you get a better difficulty.

A guy who has flown a fighter jet, probably can fly a 747, but it is going to be more difficult as the 747 won't be a responsive, have the ability to just power it's way through some maneuver with sheer thrust, or be able to take high G-loading.
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jmanski
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PostPosted: Tue Feb 11, 2014 7:00 pm    Post subject: Reply with quote

True enough, flying a plane is flying a plane; there is enough in common with all planes that a trained pilot would be able to fly anything, IMHO, although an unfamiliar plane would be at a disadvantage.

I liken that to most vehicles. I spent a few years living on a farm, and had to drive the tractor. One time at my granddads I needed to move his tractor and it was a completely different model with power takeoff and a newer style ignition, but I was able to figure it out within a few seconds and get it working due to my familiarity with tractors in general.

Back to your idea about repair skills. I'm liking that idea a lot. Two or three skills (Mechanical, Electronic, and Programming) with advanced skills or specialization for each individual repair skill seems to make more sense to me.

I see the conversation going like this:
Player: I want to fix the freighter.
GM: Ok. You have 5d in freighter repair.
Player: I want to fix the repulsor skid.
GM: you have 2d in repulsor repair.
Player: But a freighter has repulsors and is a lot more complicated.
GM: Uhm....
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atgxtg
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PostPosted: Wed Feb 12, 2014 2:30 pm    Post subject: Reply with quote

jmanski wrote:
Back to your idea about repair skills. I'm liking that idea a lot. Two or three skills (Mechanical, Electronic, and Programming) with advanced skills or specialization for each individual repair skill seems to make more sense to me.



It could certainly simplify things a bit. And from a technical standpoint there is some sense to it. Most of the theory is the same within a given field, and although there are differences between components and systems, a lot fo the basics are the same. A motor is still a motor, brakes are still brakes and so forth.

What we could do is allow the basic skill to be used for repairs, but if someone has skill in the proper field, he can roll against a lower difficulty, like with Droid Engineering (A).

The tricky bit for a GM would be to determine which of the main skills is applicable for a given repair. It pretty easy for most things, but in some cases it might be tough to decide between the skills. For instance, would it take programming or electrical repair to fix a damaged navcomputer? And is some cases, multiple types of repairs might be required.

So to get it started we'd need a list of broad repair skills, an then a list of specialties and/or advanced skills under the main skills.

To star off with, for broad skills:

Electrical/Electronic Repair
Mechanical Repair
Programming
Hyperdrive (probably different enough from everything else to be it's own skill, right?)
Medicine (i.e. Life Form Repair- just to be consistent)
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CRMcNeill
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PostPosted: Wed Feb 12, 2014 2:48 pm    Post subject: Reply with quote

Check the Hideouts & Strongholds book for the Engineering Advanced skill. That might cover most of what you are looking for.
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garhkal
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PostPosted: Wed Feb 12, 2014 6:22 pm    Post subject: Reply with quote

atgxtg wrote:

To star off with, for broad skills:

Electrical/Electronic Repair
Mechanical Repair
Programming
Hyperdrive (probably different enough from everything else to be it's own skill, right?)
Medicine (i.e. Life Form Repair- just to be consistent)


As someone who is an Electronics repair tech, and seeing how civilian companies see the difference between electronics/electricians, i would separate that into 2 distinct groups. Also i would include a pneumatic one too.
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jmanski
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PostPosted: Wed Feb 12, 2014 7:21 pm    Post subject: Reply with quote

Maybe it would be better to keep it the way it is.... Crying or Very sad
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atgxtg
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PostPosted: Fri Feb 14, 2014 1:49 pm    Post subject: Reply with quote

garhkal wrote:


As someone who is an Electronics repair tech, and seeing how civilian companies see the difference between electronics/electricians, i would separate that into 2 distinct groups.
.

I wouldn't. I was an Electronics tech working for an electrical engineer. While there were differences in out training, emphasis, standards, and techniques, Ohms Law remained the same, and we usually came up with the same diagnosis and solution to a given problem.

garhkal wrote:

Also i would include a pneumatic one too.


Yeah. Maybe combine that one with hydraulic?
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atgxtg
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PostPosted: Fri Feb 14, 2014 1:52 pm    Post subject: Reply with quote

jmanski wrote:
Maybe it would be better to keep it the way it is.... Crying or Very sad


It's not as bad as it seems. We're actually combining a lot of skills. For instance, prgramming could be used to fix a computer, and droid, a navicomp, a tv remote. Virtually anything that can be programmed.

Likewise electronic repair could be used to fix anything electrical.
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jmanski
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PostPosted: Sun Feb 16, 2014 8:36 am    Post subject: Reply with quote

It just seems like a lot more skills than I had first thought.
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atgxtg
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PostPosted: Thu Feb 20, 2014 11:17 am    Post subject: Reply with quote

jmanski wrote:
It just seems like a lot more skills than I had first thought.


Kinda. But then there were even more skills before. Let's see we had armor repair, blaster repair, repulsorlift repair, ground vehicle repair, walker repair, starfighter repair, space transports repair, capital ship repair, and droid repair. That's just off the top of my head. Basically every bit of tech ends up with it's own skill.

With the optional rule, most of that can be reduced to a couple of skills and some specialties.


But...

..if you want something easier to run and less radical, you could keep the skills as is, but allow a "synergy" bonus of +1 pip per D to a related skill? With a cap of the full skill rating.
That way somebody who has 9D in, say, Repulsorlift Repair could get a +9 (or +3D, up to a (D total skill) bonus to his Space Transports Repair, when working on the repulsolifts installed on a YT-1300.
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garhkal
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PostPosted: Thu Feb 20, 2014 4:50 pm    Post subject: Reply with quote

I would prefer synergy bonus to condencing the skills.. as it would make it far too easy imo for some characters to be 'gods of repairs'.. Or gods of the skys (pilots).
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Leon The Lion
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PostPosted: Thu Feb 20, 2014 5:12 pm    Post subject: Reply with quote

atgxtg wrote:
jmanski wrote:
Back to your idea about repair skills. I'm liking that idea a lot. Two or three skills (Mechanical, Electronic, and Programming) with advanced skills or specialization for each individual repair skill seems to make more sense to me.


It could certainly simplify things a bit. And from a technical standpoint there is some sense to it. Most of the theory is the same within a given field, and although there are differences between components and systems, a lot fo the basics are the same. A motor is still a motor, brakes are still brakes and so forth.

What we could do is allow the basic skill to be used for repairs, but if someone has skill in the proper field, he can roll against a lower difficulty, like with Droid Engineering (A).

The tricky bit for a GM would be to determine which of the main skills is applicable for a given repair. It pretty easy for most things, but in some cases it might be tough to decide between the skills. For instance, would it take programming or electrical repair to fix a damaged navcomputer? And is some cases, multiple types of repairs might be required.

So to get it started we'd need a list of broad repair skills, an then a list of specialties and/or advanced skills under the main skills.

To star off with, for broad skills:

Electrical/Electronic Repair
Mechanical Repair
Programming
Hyperdrive (probably different enough from everything else to be it's own skill, right?)
Medicine (i.e. Life Form Repair- just to be consistent)

I've toyed around with switching the repair skills to such a system. The issue I run into was, while it does make it much easier (cheaper, CP-wise) to be an all-around competent technician, it actually makes being competent in repairing only a few specific types of stuff more expensive.

I wanted to have the repair skills for electric/electronic, mechanical (which includes pneumatic and hydraulic), structural (for hulls, frames, skeletons, etc.), and programming. That's four skills, at normal cost, and having them all makes you good at repairing everything, from droids to buildings. But if you just want to be able to repair only starships, you have to pay for appropriate specializations in all four, which, at normal cost for those, sets you back as much as two normal focused repair skills in the RAW system.

I didn't like this effect, so, for now at least, I stick to the RAW way of handling repair skills, with my house rules for defaults added.
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atgxtg
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PostPosted: Fri Feb 21, 2014 1:53 pm    Post subject: Reply with quote

garhkal wrote:
I would prefer synergy bonus to condencing the skills.. as it would make it far too easy imo for some characters to be 'gods of repairs'.. Or gods of the skys (pilots).


That's the tradeoff, and one not everyone is willing to make.

What might help would be if the basic repair skill only went so far, and characters needed advanced skills for some things. An example from the RAW would be First Aid and Medicine. First Aid lets characters "fix people" with medpacs, but characters need the advanced skill of Medicine to peform more complex "reapairs" on people.

I could see the other repair skills working in a similar fashion.
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atgxtg
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PostPosted: Fri Feb 21, 2014 1:58 pm    Post subject: Reply with quote

Leon The Lion wrote:

I've toyed around with switching the repair skills to such a system. The issue I run into was, while it does make it much easier (cheaper, CP-wise) to be an all-around competent technician, it actually makes being competent in repairing only a few specific types of stuff more expensive.

I wanted to have the repair skills for electric/electronic, mechanical (which includes pneumatic and hydraulic), structural (for hulls, frames, skeletons, etc.), and programming. That's four skills, at normal cost, and having them all makes you good at repairing everything, from droids to buildings. But if you just want to be able to repair only starships, you have to pay for appropriate specializations in all four, which, at normal cost for those, sets you back as much as two normal focused repair skills in the RAW system.



I didn't like this effect, so, for now at least, I stick to the RAW way of handling repair skills, with my house rules for defaults added.


I can think of a couple ways around the effect. The first would be to allow the synergy bonus I mentioned earlier ans a variant. That way a character could concentrate on one skill and get bumped up in the others.

The other possibility would be to allow repair specializations to apply to any repair skills. That way somebody could specialize in a specific piece of hardware
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