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Author Topic: Mixed Sci fi setting  (Read 3157 times)
Mayhem1979
Member

Posts: 81


« Reply #15 on: May 13, 2003, 07:15:50 PM »

Starships...

Easy enough.  A ship is a weapon.  Therefore it has similar stats and is played in much the same way.

There are different classes of starship which are comparable to  the different weapon schools we find in Normal TROS.  Fighter, interceptor, Bomber, Frieghter, Gunship, etc...

Each ship has core stats that are basically the same as any other weapon.  An ATN (maybe two... one for missle weapons, one for beam), which is determined largely by the ships manuverability and targeting hardware/software.  The DTN would be be determined largely by manuverabily and speed (a faster ship is harder to hit).

Then you have the damage stats for the weapons, and Defensive stats for sheilds and armor.  You'd have to modify the "wound scale" a bit... an ISD for example is going to have more than 5 levels of wounds... though individual components might not.  Mightr want to do something for missles to... give them their own (fairly crappy) ATN and damage ratings, but however many successes the launching craft  work as a bonus to the missles ATN or just an added number of sucesses (basically the missle was launched from a good angle/bad angle).

Then there are manuvers and special systems.  Manuvers work just like HTH amnuvers in their basic mechanics... though you/we'd have to think of the individual manuvers.

Special systems would be things like turrets and jamming equipment and would vary depending on the system.  (Turrets, if manned get an attack seperate from the ship at no cost, though ATN is going to be fairly high... specially on a falcon-like ship if the things manuvering at the same time).  A remotely operated turret being used by the pilot would work more like a sim block-strike, but harder.  Jammers would take a one die activation/disable cost (he had to reach for/flip the switch, minor distraction), but would bump the attackers ATN up... but would do the same to your's.


Anyway, if anyone sees any flaws in the basic concept, please yell.... and I hope this helps.
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Jake Norwood
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« Reply #16 on: May 13, 2003, 08:22:20 PM »

Hey, I like that. Elegant.

Jake
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"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -R.E. Howard The Tower of the Elephant
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Brian Leybourne
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Posts: 1793


« Reply #17 on: May 13, 2003, 09:40:05 PM »

Mayhem,

That's a pretty good description of what I have been doing with naval ships as part of mass combat :-)

Brian.
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Brian Leybourne
bleybourne@gmail.com

RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion
Furious D
Member

Posts: 55


« Reply #18 on: May 14, 2003, 08:10:00 AM »

Quote from: Mayhem1979
Starships...

Easy enough.  A ship is a weapon.  Therefore it has similar stats and is played in much the same way.



Yeah, that's basically how we did it.

Quote

There are different classes of starship which are comparable to  the different weapon schools we find in Normal TROS.  Fighter, interceptor, Bomber, Frieghter, Gunship, etc...



Well, we just had a piloting proficiency to keep it simple, but it might be better to have different proficiencies for different ships with a set of defaults between them.

Quote

Each ship has core stats that are basically the same as any other weapon.  An ATN (maybe two... one for missle weapons, one for beam), which is determined largely by the ships manuverability and targeting hardware/software.  The DTN would be be determined largely by manuverabily and speed (a faster ship is harder to hit).


Originally, each one also had an AV and a seperate DTN for shields (which could attempt to parry in the same manner as hand held shields), but I've been leaning towards doing away with that and just packaging things like armor and shields into the DTN.

Quote

Then you have the damage stats for the weapons, and Defensive stats for sheilds and armor.  You'd have to modify the "wound scale" a bit... an ISD for example is going to have more than 5 levels of wounds... though individual components might not.  Mightr want to do something for missles to... give them their own (fairly crappy) ATN and damage ratings, but however many successes the launching craft  work as a bonus to the missles ATN or just an added number of sucesses (basically the missle was launched from a good angle/bad angle).


Actually, this was one of the hardest part (or at least most tiresome), the hit tables and stats.  Though I only actually made out tables for starfighters, because I pretty much figured that Star Destroyers are generally more of plot devices than things that can be realistically battled.

Quote

Then there are manuvers and special systems.  Manuvers work just like HTH amnuvers in their basic mechanics... though you/we'd have to think of the individual manuvers.


And the devil is in the details...
Really, it's not hard to come up with basic rules, the painful part is stating everything out and then, more importantly testing and balancing.  Is a certain maneuver overpowered?  Do the ship stats reflect their performance in the movies?  And at what point, in adding all these little details does it become too much?

Our biggest problem in getting that done was we were too busy trying to play instead of testing these things.  I do know that the main problem with our original star ship system (and our Force system) was that it was just too cumbersome (hence in play, people were avoiding them).  If I have my way it's going to be mucho simplified in the next go-around.

Hopefully, I can find my notes again.  I was proud of my Gold -> SW Credits conversion (which actually went from Gold to Dollars to "Mechwarrior" C-Bills and then used common equipment in the two universes, such as vibro-knives, respirator masks, and the price of food to extrapolate the final conversion factor).  It actually turned out suprisingly simple, the ratio was like 1000 cred to 1 gold or something (almost on the dot)
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Mayhem1979
Member

Posts: 81


« Reply #19 on: May 14, 2003, 09:22:48 AM »

hmmm... basic damage tables.

Starfighter, Sheilded

Basic Zones

1 - Dorsal (from above)
2 - Ventral (From Below)
3 - Port (from the Left)
4 - Starboard (from the Right)
5 - Bow (from the front)
6 - Stern (from Rear)

Dorsal
1 - Cockpit
      LVL 1 = Sheilds Reduced 1D6 for 2 rounds, -2 CP due to flash
                  for one round
      LVL 2 = Sheilds Reduced 2D6 for 4 rounds, refresh at norm rate
                  -3 CP Due to flash for one round      
      LVL 3 = Sheilds Gone, cockpit cracked, -4 CP for one round due to
                  Flash, -2 CP permanently due to obscured vision
      LVL 4 = Sheilds Gone, Cockpit open to Space, -6 CP due to shock
                  and flash for one round, -4 CP gone permanently due to
                  shock.... if pilot is wearing sealed flight suit
      LVL 5 = Cockpit Gutted, Pilot a cinder, ship salvagable but in serious
                  need of repair before flyable
2/3 - Fuselage
      LVL 1 = Sheilds reduced 1D6 for 2 rounds, refresh at normal rate      
      LVL 2 = Sheilds reduced 2D6 for 4 rounds, refresh at normal rate
      LVL 3 = Sheilds GONE, armor hit, minor systems damaged or
                  destroyed -2 CP until ship repaired, -1 CP from impact for
                  one round.
      LVL 4 = Big gaping hole in the ship, major systems destroyed or
                  damaged.  -6 CP unitl ship repaired, -2 CP from impact for
                  one round.
      LVL 5 = Ship Dead in space, a good chunk of it is now vapor... flip a
                  coin to see if it blows up right then and there
4 - Port Engine(s)
      LVL 1 = Sheilds reduced 1D6 for 2 rounds, refresh at normal rate      
      LVL 2 = Sheilds reduced 2D6 for 4 rounds, refresh at normal rate
      LVL 3 = Sheilds GONE, armor hit, minor engine damage, -3 CP until
                  repaired, -2 CP from impact for one round
      LVL 4 = Engine Gutted and inoperable -4/8 CP (depends on if 4 or 2
                  engines), -3 from impact for one round
      LVL 5 = Power systems comprimised, Ship destroyed, roll reflex
                  TN 8 to eject sucessfully
5 - Starboard Engine
      LVL 1 = Sheilds reduced 1D6 for 2 rounds, refresh at normal rate      
      LVL 2 = Sheilds reduced 2D6 for 4 rounds, refresh at normal rate
      LVL 3 = Sheilds GONE, armor hit, minor engine damage, -3 CP until
                  repaired, -2 CP from impact for one round
      LVL 4 = Engine Gutted and inoperable -4/8 CP (depends on if 4 or 2
                  engines), -3 from impact for one round
      LVL 5 = Power systems comprimised, Ship destroyed roll reflex TN 8  
                  to eject sucessfully
6 - Weapon System
      LVL 1 = Sheilds reduced 1D6 for 2 rounds, refresh at normal rate      
      LVL 2 = Sheilds reduced 2D6 for 4 rounds, refresh at normal rate
      LVL 3 = Sheilds GONE, armor hit, minor weapon damage, -1CP from
                  impact for one round, -1 base weapons damage
      LVL 4 = Individual weapons mount destroyed, reduce base damage
                  by appropriate percentage, -2 CP from impact for one round
      LVL 5 = Your ship has been nuetered, Individual weapon mount
                  destroyed, fire control systems have been fried and all  
                  weapons are inoperable until you can repair it. -3 CP from
                  Impact for one round.



Hows that sound so far? (at this point I'm doing this mostly for my own entertainment... but feel free to use it)
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Andrew Ciotti
Member

Posts: 6


« Reply #20 on: May 14, 2003, 10:24:50 AM »

Thank you one and All for taking an interest in my question. Its turned out to be a pleasant discussion and the posts with data re: ships is fantastic (in truth I hadn’t even though about that). Thank you one and all for contributing

I have one request though if someone can put up stats for just one blaster /w how many shots are held in a “clip” it would be greatly appreciated (just to have a sense of what others did)


Thanks again

Drew
 
Ps does anyone want me to post my Idea for the setting? I’m generally not that egomaniacal (In spite of the Y chromosome: P)

AC
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Bob Richter
Member

Posts: 324


« Reply #21 on: May 14, 2003, 10:52:18 AM »

Quote from: Andrew Ciotti
I have one request though if someone can put up stats for just one blaster /w how many shots are held in a “clip” it would be greatly appreciated (just to have a sense of what others did)

Ps does anyone want me to post my Idea for the setting? I’m generally not that egomaniacal (In spite of the Y chromosome: P)

AC


Please post your idea, it would help me help you better, for one thing. :)

Blaster is a generic term for a sci-fi energy-projectile handgun.
Like Raygun, but not as fast. :)
They are generally rapid-firing with an enormous number of charges, and capable of felling countless mooks in seconds.

With that in mind, I bring you:

Generic Blaster
ATN 5 (+1/10m)
Damage: 10p+e (that's piercing AND energy)
Special: Ignore bleeding results
Prep Time: 2 from holster (Ref/Quickdraw to reduce to 1) or 0
Charges: 100 (nice round number)
Rate of Fire: 10/turn (another nice round number)

of course, there will be variations

Generic Semiautomatic Heavy Blaster
ATN 6 (+1/15m)
Damage: 12p+e
Special: Ignore bleeding results
Prep Time: 2 from holster (Ref/Quickdraw to reduce to 1) or 0 (if ready)
Charges: 50
Rate of Fire: 2/turn

Generic Blaster Carbine
ATN 6 (+1/15m)
Damage: 10p+e
Special: Ignore bleeding results
Prep Time: 2 (if slung) or 0 (if ready)
Charges: 200
Rate of Fire: 10/turn

Generic Blaster Rifle
ATN 7(+1/20m)
Damage: 12p+e
Special: Ignore bleeding results
Prep Time: 3 (if slung) or 0 (if ready)
Charges: 100
Rate of Fire: 10/turn

Generic Sport/Sniper Blaster Rifle
ATN 6 (+1/25m)
Damage: 12p+e
Special: Ignore bleeding results
Prep Time: 3 (if slung) or 0 (if ready)
Charges: 20
Rate of Fire: 1/turn
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So ye wanna go earnin' yer keep with yer sword, and ye think that it can't be too hard...
Jake Norwood
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Posts: 2261


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« Reply #22 on: May 14, 2003, 11:10:40 AM »

Quote from: Furious D

And the devil is in the details...
Really, it's not hard to come up with basic rules, the painful part is stating everything out and then, more importantly testing and balancing.  Is a certain maneuver overpowered?  Do the ship stats reflect their performance in the movies?  And at what point, in adding all these little details does it become too much?



[psycho rant]
Oh, ah, oh...tears...

Tell me about this. Tables? Tables? Ha ha ha ha ha ha hah ahh aha hah ah ahah h ah ah ahhah aaa haahahhah ahha haha

Only Brian knows the HELL of writing those damn tables!!!

[/psycho rant]

Jake
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"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -R.E. Howard The Tower of the Elephant
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Mayhem1979
Member

Posts: 81


« Reply #23 on: May 14, 2003, 11:15:35 AM »

hmmm... how would I do stats for a blaster....

Stormtrooper Blaster Carbine

100 rds at normal power settings
50 at heavy power settings
200 at stun
1 at maximum power settings (useful for blowing open blast doors)

normal power base damage of 8 (no blood loss, extra shock for up to level three wounds)

Rate of Fire (ROF) = 6/sec

*Aimed shots take one full round, unaimed are half a round

ATN for aimed shot = 5 with, +1 for every 30 yds

ATN for aimed burst = +1 for each additional shot (still equal's one action, max 5 shots per burst) + 1 for every 20 yds

ATN for unaimed shot (from the hip) = 8

ATN for unaimed burst = +1 per additional shot, max burst is 5 shots

Full auto fire is never treated as aimed, (gun will fire according to Rate Of Fire Stat) ATN = 13.


*Bursts and Full auto note... each individual shot is rolled for with however many die are spent on the attack.  So if firing full auto with above gun, I spend 6CP, I get to roll 6 die for each of the six shots (ROF = 6/sec) but ATN for every shot is 13.


That work???????
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Jake Norwood
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Posts: 2261


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« Reply #24 on: May 14, 2003, 11:19:34 AM »

I'd rather think that full-auto gave more dice for one roll (thought the ATN may go up), and each success represents more shots making contact.

Jake
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"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -R.E. Howard The Tower of the Elephant
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Mayhem1979
Member

Posts: 81


« Reply #25 on: May 14, 2003, 12:25:19 PM »

nah... :-)

How many dice you spend on an attack is how much effort your putting in right?

If you go full auto on someone, your spending that much effort on the burst and each individual round is going to recieve that much effort in terms of aiming... but that many rounds fired in rapid succession makes it much arder to actually aim the gun.  So the result is more rounds going in the right general direction, but the difficulty goes up.

After all, individual bolts/bullets are devestating enough that each one should count, but there are such thing as knicks and near misses.... making each success a hit makes it to hard to figure out how much damage was actually done by the individual bolts.
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Brian Leybourne
Member

Posts: 1793


« Reply #26 on: May 14, 2003, 12:36:23 PM »

Quote from: Jake Norwood
Tell me about this. Tables? Tables? Ha ha ha ha ha ha hah ahh aha hah ah ahah h ah ah ahhah aaa haahahhah ahha haha


Feeling ok, buddy? :-)

Quote from: Jake Norwood
Only Brian knows the HELL of writing those damn tables!!!


You're not wrong, and I was working from your masters. I hate to think what you had to go through making them from scratch... :-)

Brian.
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Brian Leybourne
bleybourne@gmail.com

RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion
Brian Leybourne
Member

Posts: 1793


« Reply #27 on: May 14, 2003, 12:40:49 PM »

By the way, Mayhem -

I have to go with Jake on this one. In the films etc there's not really that much difference between being hit once and being hit multiple times (the result is usually that you go down, either way) and IMO it's a lot more elegant to simply add more dice and thusly represent the more successes as more hits.

So, I would up the difficulty when firing multiple shoits, but also give a bonus to the firing pool, that way you have more dice to hit with, representing more hits and more damage, but more importantly more chances to hit, which represents blasts going all over the place and a few of them hitting the guy because you've covered the area etc.

I think it's more elegant than working out individual multiple hits.

Just my 2c.

Brian.
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Brian Leybourne
bleybourne@gmail.com

RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion
Jake Norwood
Member

Posts: 2261


WWW
« Reply #28 on: May 14, 2003, 12:56:12 PM »

Quote from: Brian Leybourne

You're not wrong, and I was working from your masters. I hate to think what you had to go through making them from scratch... :-)

Brian.


And, little known fact, I did them all 3 times!!!!!

Ah ha ha ha hahahah aha ha hah ah ah ah ha hah ah aha hahahah ahah

Jake
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"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -R.E. Howard The Tower of the Elephant
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Mayhem1979
Member

Posts: 81


« Reply #29 on: May 14, 2003, 01:01:40 PM »

More elegant maybe, but I think my method more accurately represents whats going on.  It is possible to get grazed or take a round through non-vital tissue...so levels of wounds are always a real possibilty... and multiple shots hitting isn't going to make one bigger wound, but individual wounds of a similar scale.  Doing it the other way, to me, almost feels like your cheating the player a bit.


Of course this is really one of those "I think" things.  :)  So I think we'll have to agree to disagree on that one until we get a chance to argue it face to  face.  :)
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