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Chandra Mindarass Lieutenant Commander
Joined: 01 Jun 2005 Posts: 152 Location: Hilden, Germany
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Posted: Sat Feb 25, 2012 11:16 am Post subject: Fuel and port fees |
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Sorry, if that question has been asked already, but I was unable to find any official takes on this. I always made up my own rates, but I wonder, if anything has ever been written about this by WEG. _________________ RPGGamer (featuring a big portion of DLOS-stats!)
>-q=p--- |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sat Feb 25, 2012 11:50 am Post subject: |
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In Galaxy Guide 6, Tramp Freighters. But I think the fuel part was left out in 2nd ed. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Feb 25, 2012 1:43 pm Post subject: |
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ZzaphodD is correct. The 1st. edition of Tramp Freighters has rules for fuel cell consumption, but WEG pulled them from the 2E book, likely because it was pretty bookkeeping intensive to keep track of fuel consumption by the hour based on whatever the ship was doing at any given time. 2E basically just makes refueling something that happens when the ship goes into port that you have to pay for. From a gaming standpoint, the 2E version works better, even if the 1E version is more realistic. The bookkeeping side of it slows down gameplay, and the arguments over number crunching can bring a game screeching to a halt entirely. _________________ "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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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sat Feb 25, 2012 3:23 pm Post subject: |
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crmcneill wrote: | ZzaphodD is correct. The 1st. edition of Tramp Freighters has rules for fuel cell consumption, but WEG pulled them from the 2E book, likely because it was pretty bookkeeping intensive to keep track of fuel consumption by the hour based on whatever the ship was doing at any given time. 2E basically just makes refueling something that happens when the ship goes into port that you have to pay for. From a gaming standpoint, the 2E version works better, even if the 1E version is more realistic. The bookkeeping side of it slows down gameplay, and the arguments over number crunching can bring a game screeching to a halt entirely. |
Actually calling the 1st ed fuel bookkeeping intensive really shows that the view of the intellectual capabilities of role playing gamers are rather low.
The bookkeeping part was actually very light, and the fuel rules gave operating a tramp freighter a sense of difference from the usual 'space opera' gaming.
The only thing that was recorded by the hour was during space combat IIRC. I have never played through a space combat that took more than a couple of minutes at most. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Feb 25, 2012 3:59 pm Post subject: |
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Anyone feel like writing up the fuel consumption rules for those of us who don't have the 1E guide? I'm currently running a couple of smugglers and for a change we are actually tracking revenue, expenses (including the vig on their loan to Ploovo 2-for-1), and income. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Feb 25, 2012 4:14 pm Post subject: |
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I just bought a copy of the 1E Tramp Freighters on line. I'll go through it and see what I can find as far as differences and write them up. _________________ "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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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Feb 25, 2012 4:32 pm Post subject: |
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Basically, you use up one fuel cell every time you:
-Enter hyperspace
-Spend six hours traveling in hyperspace
-Spend one month in real space
-Spend one hour in combat or in atmospheric flight
Most stock freighters carry 50 fuel cells, but additional fuel cells can be purchased and installed at a cost of 500 credits and .1 tons each
Cells can be refueled at a spaceport with refueling services at variable rates:
Trickle = 1 cell/day @ 5 credits/cell
Standard = 1 cell/hour @ 10 credits/cell
Fast = 4 cells/hour @ 50 credits/cell
Emergency = 20 cells/hour @ 500 credits/cell (In this case, they are actually replacing depleted cells with previously charged cells)
Hope that helps. For some reason I was thinking there was more detail, but that was all I could find. _________________ "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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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sat Feb 25, 2012 6:25 pm Post subject: |
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Thats all there is to it. In another thread about fuel I posted my rules for fuel consumption for faster hyper drives (as it is now, going fast saves you fuel). _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Feb 25, 2012 7:13 pm Post subject: |
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Link? _________________ "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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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Feb 25, 2012 8:25 pm Post subject: |
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Found some additional material. The fuel cell rules also change how the Solid Fuel Convertor works. It now requires five metric tons of light material (oxygen, water, plastics, wood/cellulose, waste, etc.) to recharge one cell, or one metric ton of heavy material (uranium, plutonium, etc.), and the convertor functions at a rate of 1/2 ton per hour. _________________ "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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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sun Feb 26, 2012 4:39 am Post subject: |
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crmcneill wrote: | Basically, you use up one fuel cell every time you:
-Enter hyperspace
-Spend six hours traveling in hyperspace
-Spend one month in real space
-Spend one hour in combat or in atmospheric flight
Most stock freighters carry 50 fuel cells, but additional fuel cells can be purchased and installed at a cost of 500 credits and .1 tons each
Cells can be refueled at a spaceport with refueling services at variable rates:
Trickle = 1 cell/day @ 5 credits/cell
Standard = 1 cell/hour @ 10 credits/cell
Fast = 4 cells/hour @ 50 credits/cell
Emergency = 20 cells/hour @ 500 credits/cell (In this case, they are actually replacing depleted cells with previously charged cells)
Hope that helps. For some reason I was thinking there was more detail, but that was all I could find. |
Oh, I think I could make that much more complex. It doesn't even factor in mass and occupancy of the ship! _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sun Feb 26, 2012 6:02 am Post subject: |
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Thanks all.
I'll see if I can work that into the campaign. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sun Feb 26, 2012 6:17 am Post subject: |
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Ill post it in this thread instead.
Quote: |
Id also change the consumption in hyperspace. As it is a x0,5 hyperspace engine consumes less fuel per distance than a x2.
Per 6 hours in hyperspace: 1 Cell is the generic rule from GG6.
Modified by hyperspace engine speed
Hyperspace multiplicator / Consumption modifier
x3 / x0,5
x2 / x1 (As per the GG6)
x1 / x3
x0,5 / x6
For example: a x0,5 hyperpspace engine will consume 6 cells per 6 hours of hyperspace travel compared to the 'standard' 1 cell/6 hours for a x2 engine. On the other hand its 4 times as fast.
To save fuel, a ship may go through hyperspace at a lower speed than its maximum.
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_________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Chandra Mindarass Lieutenant Commander
Joined: 01 Jun 2005 Posts: 152 Location: Hilden, Germany
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Posted: Sun Feb 26, 2012 9:25 am Post subject: |
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Awesome! That's exactly what I'd been looking for. I used to ignore this in favour of game-play, too, as long as the players were rebels on the run. I deducted some credits every now and then for port fees, food and gambling. Now after 7+ years real-time, RotJ has taken place and one of the players is running a small freighter fleet. This stuff is really helpful, thanks! _________________ RPGGamer (featuring a big portion of DLOS-stats!)
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Feb 26, 2012 10:29 am Post subject: |
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Chandra Mindarass wrote: | Awesome! That's exactly what I'd been looking for. I used to ignore this in favour of game-play, too, as long as the players were rebels on the run. I deducted some credits every now and then for port fees, food and gambling. Now after 7+ years real-time, RotJ has taken place and one of the players is running a small freighter fleet. This stuff is really helpful, thanks! |
If you don't already have them, I would suggest copies of GG6: Tramp Freighters and Platt's Smuggler's Guide. Both books have a lot of useful information on the details of day-to-day operations for a small freighter, whether its business is legitimate or otherwise. _________________ "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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