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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Apr 19, 2014 2:47 am Post subject: |
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So, in the hopes of jump starting work on stats for the various modules, I'm taking requests. Does anyone have one or two in particular they would like to see statted out? _________________ "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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Mikael Hasselstein Line Captain
Joined: 20 Jul 2011 Posts: 810 Location: Sweden
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Posted: Sat Apr 19, 2014 3:59 am Post subject: |
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crmcneill wrote: | So, in the hopes of jump starting work on stats for the various modules, I'm taking requests. Does anyone have one or two in particular they would like to see statted out? |
Communications? |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Apr 19, 2014 10:00 am Post subject: |
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Mikael Hasselstein wrote: | Communications? |
I'm waiting on this one until we can get a few more of the specifics hammered out. Can you give me some suggestions on what you think the ship should have? _________________ "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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Mikael Hasselstein Line Captain
Joined: 20 Jul 2011 Posts: 810 Location: Sweden
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Posted: Sun Apr 20, 2014 2:22 am Post subject: |
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crmcneill wrote: | Mikael Hasselstein wrote: | Communications? |
I'm waiting on this one until we can get a few more of the specifics hammered out. Can you give me some suggestions on what you think the ship should have? |
For communications, what have we still not figured out? Or are you just leaving that thread to attract some more public scrutiny before you move further.
For the comm module, all I think we would need is operators, power generation, arrays and circuitry. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Apr 20, 2014 7:29 am Post subject: |
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Mikael Hasselstein wrote: | For communications, what have we still not figured out? Or are you just leaving that thread to attract some more public scrutiny before you move further. |
It had more to do with a question I had considered recently but hadn't yet had time to post (1100 miles in two days doesn't leave a lot of room for posting).
Quote: | For the comm module, all I think we would need is operators, power generation, arrays and circuitry. |
Sorry, I misspoke. I was thinking less of equipment than I was of mission. I'm wondering where exactly a ship like this fits in the framework of what we have established there. _________________ "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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Mikael Hasselstein Line Captain
Joined: 20 Jul 2011 Posts: 810 Location: Sweden
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Posted: Mon Apr 21, 2014 3:30 am Post subject: |
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Ah, understood (on both counts).
I think it really does depend on that other question - that of shields and hyperspace and the ability of different types of signals to get through.
Those questions would determine how the lines of communication would work for the order of battle. We should indeed hold off on thinking about it until we have more fully worked out how interstellar communication works. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14253 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Apr 21, 2014 1:15 pm Post subject: |
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Would a comms module just be for increasing the holonet/subspace capacity of nearby fleets, or also be used for encryp/decrypt of enemy comm signals during times of conflict? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Apr 22, 2014 12:42 am Post subject: |
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garhkal wrote: | Would a comms module just be for increasing the holonet/subspace capacity of nearby fleets, or also be used for encryp/decrypt of enemy comm signals during times of conflict? |
I had actually considered folding the Comm Hub in with the EW platform, so the idea of having the ship serve as one massive communications / ESM / ECM platform hovering on the fringes of the battlefield makes both a useful tactical asset and a tempting target for a group of PCs...
The shields question could be sidestepped by use of a towed array, ala the patrol frigate in Cracken's Threat Dossier. _________________ "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.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14253 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Apr 22, 2014 1:45 pm Post subject: |
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Or maybe cause the module is MADE for that purposes, the comms are tied INTO the shields so there is a 'gap' given much like when torps and such launch, the shields have to drop momentarily. The same could go for the comms. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Apr 22, 2014 9:04 pm Post subject: |
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garhkal wrote: | Or maybe cause the module is MADE for that purposes, the comms are tied INTO the shields so there is a 'gap' given much like when torps and such launch, the shields have to drop momentarily. The same could go for the comms. |
I like the idea, and I think it would work for a dedicated communications ship, but in this case, the combat shields are built into the ship, not the module.
Most Wookieepedia references for communications ships reference combat capable models that are actually intended to be in the thick of the fighting while performing their communications duties... _________________ "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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14253 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Apr 22, 2014 9:28 pm Post subject: |
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Then perhaps part of that link up to the ship is an override of sorts to allow the module to control the ships shields. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Apr 23, 2014 12:21 am Post subject: |
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garhkal wrote: | Then perhaps part of that link up to the ship is an override of sorts to allow the module to control the ships shields. |
It's possible...
I would like to maintain the vulnerability aspect of it, though... _________________ "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.
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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Fri Feb 03, 2017 5:11 am Post subject: |
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Almost 3 years...
Is there any possibility of statting all the fanmade modules? I guess people forgot about this thread. I'm only asking because logistics is key to any military campaign and I find the taskforce cruisers fascinating because of that and I'd hate for something with such great potential to slip back into the ether for another 3 years.... _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Feb 03, 2017 2:02 pm Post subject: |
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Sutehp wrote: | Almost 3 years...
Is there any possibility of statting all the fanmade modules? I guess people forgot about this thread. I'm only asking because logistics is key to any military campaign and I find the taskforce cruisers fascinating because of that and I'd hate for something with such great potential to slip back into the ether for another 3 years.... |
You're welcome to take a stab at it. With a few exceptions, the actual stats aren't going to change all that much, so it's pretty much just generating random numbers for the module crews and assigning appropriate equipment. _________________ "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.
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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Fri Feb 03, 2017 4:07 pm Post subject: |
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CRMcNeill wrote: | Sutehp wrote: | Almost 3 years...
Is there any possibility of statting all the fanmade modules? I guess people forgot about this thread. I'm only asking because logistics is key to any military campaign and I find the taskforce cruisers fascinating because of that and I'd hate for something with such great potential to slip back into the ether for another 3 years.... |
You're welcome to take a stab at it. With a few exceptions, the actual stats aren't going to change all that much, so it's pretty much just generating random numbers for the module crews and assigning appropriate equipment. |
True dat. I'm in the process of trying to grok all the RAW presently. Once that's done, I'll see what I can do with this. _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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