Discussion about the 5 Kingdoms

 
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KnightFall
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Mon Apr 23, 2007 8:00 am

I missed the part about what action is needed to make multiple shots. That makes sense.
It suddenly occurred to me just how absurd this scene was: a guy wearing a suit of armor, standing next to an undead king, both hunched over the controls of a classic arcade game.
-Ready Player One
 
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Wolfgod
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Mon Apr 23, 2007 9:31 am

Right, my fault for not writing things clearer. that'll get better as the system evolves.

I'm leaning towards a size solution of simply adding three more size classes to the top end. Gargantuan is 'standard big ship' size; Omega, Star Destroyer, etc. The next size up would be for larger combatants - something about four times the size of an Omega. The *next* size class would finally hit Super Star Destroyers and Babylon 5. The one past that would be for everything bigger that isn't a small moon. (I mean, really, do we need stats for building the Death Star?) Tech levels would adjust as well ... I'm thinking of abandoning size limits by tech level. Tech 5 can build Babylon 5, after all ... it's just expensive.
- "Don't assume you are safe because there is a rational explanation for all of this."

Wolfgod
 
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KnightFall
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Mon Apr 23, 2007 10:06 am

I think it might be good to get rid of tech level for size. I had planned on some large space stations for in system support.
It suddenly occurred to me just how absurd this scene was: a guy wearing a suit of armor, standing next to an undead king, both hunched over the controls of a classic arcade game.
-Ready Player One
 
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Wolfgod
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Mon Apr 23, 2007 10:32 am

Done. Made some other changes as well.
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- "Don't assume you are safe because there is a rational explanation for all of this."

Wolfgod
 
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KnightFall
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Mon Apr 23, 2007 11:25 am

The big ships have negative movement. Brings a whole new meaning to going so slow they go backwards.
It suddenly occurred to me just how absurd this scene was: a guy wearing a suit of armor, standing next to an undead king, both hunched over the controls of a classic arcade game.
-Ready Player One
 
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KnightFall
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Mon Apr 23, 2007 11:31 am

When there is "racial" feat given, is that in addition to the base feats they get?
It suddenly occurred to me just how absurd this scene was: a guy wearing a suit of armor, standing next to an undead king, both hunched over the controls of a classic arcade game.
-Ready Player One
 
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Wolfgod
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Mon Apr 23, 2007 11:33 am

Yeah, that's the idea. I'm just making up stuff at the moment so far as the abilities go.
- "Don't assume you are safe because there is a rational explanation for all of this."

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KnightFall
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Mon Apr 23, 2007 12:11 pm

Here's my first attempt. This is an original craft.

Confederation
Arrowhead Light Fighter
TL 6 Fighter
Size: Diminutive
Crew 1
Cost: 60,000
Move: 60 (x5 Flank)
AC: 18 (22)
HP: 12
Fort : 0
Ref: 12
Will: 0
Shields: 0
Range: 20
Cargo: 0

Feats:
Fast: +10 MV
Very Fast: +10 MV
Afterburners: x5 Flank
Agile: +1 Dodge
Highly Agile: +1 Dodge
Very Agile: +1 Dodge
Supremely Agile: +1 Dodge
Evasion: PR Powerfull Thrusters
Powerfull Thrusters: +2 Ref
Light Armor: +2 AC
Superior Armor: +2 AC
Reflective Coating: DR 5 pulse, beam
Basic Stealth: 25% miss change
Small Crew
Well Engineered

Weapons:
Tri-Laser
(Small Pulse)
Sm, Fixed Forward
To-Hit: +4
Range: 15'
Damage: 3d6, 19-20 x2
Twin Mount, Multi Mount, Long range

Flaws:
Missing Hardpoint x2
Short Ranged x5
It suddenly occurred to me just how absurd this scene was: a guy wearing a suit of armor, standing next to an undead king, both hunched over the controls of a classic arcade game.
-Ready Player One
 
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Wolfgod
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Mon Apr 23, 2007 12:15 pm

Nice. Is that about what you had in mind?
- "Don't assume you are safe because there is a rational explanation for all of this."

Wolfgod
 
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KnightFall
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Mon Apr 23, 2007 12:23 pm

Yeah, it fits nicely. I was able to more with the ship than I thought I would.
It suddenly occurred to me just how absurd this scene was: a guy wearing a suit of armor, standing next to an undead king, both hunched over the controls of a classic arcade game.
-Ready Player One
 
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Wolfgod
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Mon Apr 23, 2007 12:44 pm

I want the system to be as flexible as possible.

I also am beginning to believe that each Builder/race whatever should have one or two required feats (more for warships) or banned feats. Like for example, the Outback Alliance hasn't developed Shields or Deflectors. That'd be something for each power designer to develop, though.
- "Don't assume you are safe because there is a rational explanation for all of this."

Wolfgod
 
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KnightFall
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Mon Apr 23, 2007 3:58 pm

Here we go with ship number two.

Confederation
Tomahawk Gunboat
TL 6 Fighter/Bomber
Size: Small
Crew 8, Min 4
Cost: 200,000
Move: 30 (x5 flank)
AC: 23 (24)
HP: 52
Fort: 1
Ref: 8
Will: 1
Deflectors: DR 10
Range: 320
Cargo: 0

Feats:
Well Engineered
Light Armor
Medium Armor
Heavy Armor
Superior Armor
Light Deflector
Medium Deflector
Fast
Afterburner
Agile
Super Maneuverable
Rugged

Weapons:

Anti-ship Missiles x2
(Medium missiles)
Fixed forward
To hit: +0 (+2 against capital ships)
Range: 30'
Damage: 4d10, x2
Ammunition, Ship Killer

Top/Bottom Guns
(Tiny Beam)
Twin Turrets
To Hit: +2 (+4)
Range: 20'
Damage 2d6, x4
Twin mount, Turret, Anti-Fighter

Rear Guns
(Tiny Beam)
Rear Arc
To Hit: +2 (+4)
Range: 20'
Damage: 2d6, x4
Twin mount, Extended Arc, Anti-Fighter

Front guns
(Tiny Beam)
Front Fixed
To Hit: +2 (+4)
Range: 30'
Damage: 2d6, x4
Twin mount, Extended range, Anti-Fighter


Flaws:
Short Range x5



Standard crew:
Pilot
Co-Pilot
2 Rocketeers
4 Gunners
It suddenly occurred to me just how absurd this scene was: a guy wearing a suit of armor, standing next to an undead king, both hunched over the controls of a classic arcade game.
-Ready Player One
 
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Wolfgod
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Mon Apr 23, 2007 11:07 pm

Added modified versions of some of Clay's suggestions.

Shawn - do you think that the 'Short Ranged' flaw stacking is too much? Should I just drop the base ranges and force people to buy 'long ranged' feats (or take flaws?)

New updated.
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- "Don't assume you are safe because there is a rational explanation for all of this."

Wolfgod
 
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KnightFall
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Tue Apr 24, 2007 7:52 am

I'm not sure what to do with the short range flaw. I don't plan on using it on any other Confed ships. I used it on the two smaller ones because they will always operate with a space station or carrier.

The range issue has seemed a little odd to me. I never envisioned Tomahawks being longer ranged than Arrowheads, but the size difference creates a big difference.

The only thing I can think of is to make range or engines a type of feat. Maybe something similar to how hardpoints are working. Or instead of engine, have different reactors. You can put a larger or smaller reactor in the ship to achieve different results? I'm not sure.
It suddenly occurred to me just how absurd this scene was: a guy wearing a suit of armor, standing next to an undead king, both hunched over the controls of a classic arcade game.
-Ready Player One
 
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Wolfgod
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Tue Apr 24, 2007 9:18 am

Hmm. I'll have to give that some thought. Obviously if you're looking at building a short-ranged fighter or gunship, you're getting a lot of boost from cutting down the default range.

I'll have to figure out how to deal with that.
- "Don't assume you are safe because there is a rational explanation for all of this."

Wolfgod
 
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KnightFall
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Tue Apr 24, 2007 9:20 am

Here's an idea. We leave the ranges listed as they are but have them relate to reactors. You can move up or down the list as you need. Moving to a better reactor takes feats, moving to a smaller reactor gains feats.

So with the Tomahawks I could move their reactor down to match an Arrowheads. This way they are on par for operating time, which makes sense since they operate together.

I don't know if we would want to go 1 for 1 with this. This will essentially double or halve range depending on the direction you go. One solution I had was for it to add or take away a hard point also.
It suddenly occurred to me just how absurd this scene was: a guy wearing a suit of armor, standing next to an undead king, both hunched over the controls of a classic arcade game.
-Ready Player One
 
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Wolfgod
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Tue Apr 24, 2007 9:29 am

That's probably a good idea. I need to compare it to the 'Tanker' system ... just to make sure it isn't cheaper to buy Tanker for one feat to get longer range.
- "Don't assume you are safe because there is a rational explanation for all of this."

Wolfgod
 
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Raedic
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Tue Apr 24, 2007 9:38 am

Could cut the range in half, rather than just a 10% loss.
Ceeta: You realise you can get ten times the output from a gun less than a tenth that size, don't you?
[ommminous hummmmm]
Schlock: I like the soothing sounds I get out of this one.
Ceeta: The glow of doom from the barrel is a nice touch, too...
 
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Raedic
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Tue Apr 24, 2007 9:34 pm

Jaakari Lancer Gunship

TL 7
Size Tiny
Crew 5
HP 28
Volume 400
Move 75 x5 Afterburning
AC 22
Range 160? reduced by feat
Fort 1, Ref 9, Will 0

Flaw:
Short Range

Feat:
Light Armor
Basic Stealth
Advanced Stealth
Agile
Highly Agile
Very Agile
Supremely Agile
Gravitic Agility
Superior Agility
Fast
Very Fast
Extremely Fast
Afterburner
Artificial Gravity



Weapons
Beam x2 (dim)
Turret
Anti-Missile

Beam x4 (Tiny) fixed forward
Shield Piercing
Deflector Piercing

Pulse x2 (Tiny) right/left
Extended Arc
Flak
Last edited by Raedic on Wed Apr 25, 2007 10:18 am, edited 1 time in total.
Ceeta: You realise you can get ten times the output from a gun less than a tenth that size, don't you?
[ommminous hummmmm]
Schlock: I like the soothing sounds I get out of this one.
Ceeta: The glow of doom from the barrel is a nice touch, too...
 
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Wolfgod
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Wed Apr 25, 2007 9:43 am

You didn't list sizes on your weapons ... I can see what you mean about writing a ship 'character sheet'. I can whip one up in Excel.
- "Don't assume you are safe because there is a rational explanation for all of this."

Wolfgod

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