Statted out the Firefly crew for NB... might be useful for others, and
I also want to make sure I'm not missing obvious character elements/
misrepresenting anybody...
Couple of modifications:
1) Serenity's crew is not a bunch of greenhorns, so they all got some
starting fame, notoriety, and advancement rolls...
2) Some don't have Rep as their primary attribute (Inara has People
instead, for example). I allowed each character to decide to turn
another attribute into their 'Rep.' (that is, if they would be Rep 4,
they could put both 4s in other attributes and make Rep a 2 or 3).
3) I made some new professions (some will likely be the basis of the
professions eventually featured in the space supplement).
Malcolm Reynolds
Human Male Dropout (Had trouble deciding that one) STAR
Rep: 5
Born Leader, Smooth
Fitness: 4
People: 5
Savvy: 4
Science: 3 (did well on advancement rolls, and fits his medic
abilities gained during the war)
Fame: 20
Notoriety: 30
Professions:
Smuggler (Pep)-- Free Trader (helps with dealing with interplanetary
trading and plans)
Soldier (Fit)-- Sergeant (helps with making tactical plans,
assessments, keeping a team together, that sorta thing).
Zoe
Human Female Mercenary
Nerves of Steel
Rep: 5
Fit: 5
People: 4
Savvy: 3
Science: 0
Fame: 20
Notoriety: 20
Professions:
Soldier (Fit)-- Commando (helps with Stealthy activities and the
like-- she seems to like sneaking up on her opponents)
Jayne
Human Male Ganger
Greedy
Rep: 5
Fit: 5
People: 3
Savvy: 2
Science: 0
Fame: 10
Notoriety: 20
Profession:
Ganger (Fit)--Hitman (I imagine this as giving him similar advantages
to the Commando expertise, with perhaps a bit more intimidation
advantages).
Wash
Human Male LWC
Exceptional Pilot
Rep: 3
Fit: 3
People: 4
Savvy: 5
Science: 2
Fame: 10
Notoriety: 10
Profession: Pilot (Savvy) Small Ships (Hull 3-7) (Note: When using for
the Space game, you use Savvy for Fix and Fly... but you get negative
modifiers if you AREN'T a pilot and of the right type. Still, he's a
Fly 6 in his Firefly, altogether).
Kaylee
Human Female LWC
Exceptional Fixer
Rep: 2
Fit: 3
People: 4
Savvy: 5
Science: 3
Fame: 0
Notoriety: 5
Profession: Ship's Crew (Savvy) Engineer (Same as for pilots, you need
these sort of professions to be able to operate almost at all on a
ship).
Book
Human Male Dropout
Charismatic
Rep: 4
Fit: 4
People: 4
Savvy: 3
Science: 0
Fame: 0
Notoriety: 0
Profession:
Religionist (Pep) Preacher
Gunslinger (Fit) Assassin (inferred).
Simon
Human Male LWC
Logical
Rep: 3
Fit: 3
People: 4
Savvy: 3
Science: 5
Fame: 0
Notoriety: 0
Profession: Doctor (Sci) Surgeon
River
Human Female Mercenary (starts out as LWC? switches back and forth?
She's complicated).
Charismatic
(I designed her like an alien)
Superior Senses
Terrifying
Vicious
Rep: 5
Fit: 4
People: 3
Savvy: 4
Science: 5
Fame: 0
Notoriety: 0
Child (Pep) Leaky Brainpan
Merc (Fit) Spy
Inara
Human Female LWC
Charismatic (not Stunning- note how she is also rather persuasive-- in
all situations-- with all types of folk)
Rep: 4
Fit: 4
Pep: 5
Sav: 2
Sci: 2
Fame: 30
Notoriety: 0
Escort (Pep) Companion (advantages in knowing how to duel, play
instruments, whatever)
And finally, the "Tenth Character"
Serenity
Fighterlike
Hull: 5 (basis of crew size, 'build points,' and cargo capacity)
Speed: 10 (how fast you accelerate)
Engine: 6 (how many times you can accelerate before running out of
propellant or fuel)
Complexity: 4 (sensors, computers, and ECM)
Armor: 3 (how hard you can be hit and live)
Mobility: 3 (how quickly you can change facing)
I'm planning on doing some more of these for other things I've got
models for... maybe some more Firefly characters (the bad guys?), Mass
Effect characters, Star Wars.... its fun!
Showing posts with label design. Show all posts
Showing posts with label design. Show all posts
Wednesday, November 16, 2011
Sunday, August 14, 2011
Scenario Generator Concept
Well, its been awhile!
I've been a bit busy for the past several weeks, and then took a vacation in Maine, which I got back from only yesterday.
However, with slight tweaks, I did get to find out that the new armor/damage system works very well and, in a strange, arbitrary way, I get more fun out of it. I did have to actually raise weapon damage slightly for it to work, however (this was a design oversight), so that smaller weapons could still chip away at somewhat larger ships.
In addition, the adjusted fuel/action rules work well and really streamline play, and also allow for a couple of new options. I also found that I had to increase the amount of fuel ships had to start with. I also came up with some alternate rules (well, slightly modified) for 'realistic' campaigns where you automatically lose SOME fuel, but still take fuel checks to avoid wasting fuel. The rules make me think of Destination Moon.
One change I definitely had to make was generally increasing crew's Fly, Fight, and Fix scores. In the final game, a military ship would never have a score of 3 for more than one, and even then that would imply a bad crew.
At this point I'm working more on special weapons/defenses and other systems, ship attributes (not unlike the attributes in CR3, but for ships...), and the ship design system (I have two in competition, not sure which I like more).
Also, the campaign and scenario rules, the subject of this post.
It occurred to me, as I sat upon the top of Cadillac Mountain eating lobsters and blueberries (or so I'm told, the Maine trip was rather fast and turned into something of a blur), that scenario design basically comes down to the Who, What, Where, When, Why, and How.
Who: Whatever models you're using
What: Killing each other
Where: Your table
When: After work, before sleep
Why: Hopefully its fun
How: This is what you find out when you play
That would be the normal standup fight scenario, when there is no story behind a game.
More story driven games have those W's replaced by bits of story. Who becomes Captain Kirk and Mr Spock against the Klingons, Where becomes Alpha Centauri II, and so on.
This is far from groundbreaking, and this exact idea of using the 5 W's (and the H) has been used (well, at least mentioned) in THW games before.
Of course, this applies more or less equally to campaigns and scenarios.
The big idea I had, though, was that you could use the 5 W's as changing factors on a scenario generator.
For example, say you have your ship traveling between two planets, A and B, in the 3rd month of your campaign. Along the way, you check to see if you get an encounter.... and you do!
So you fill out the 5 W's, probably in this order:
1)When: The 3rd Month and Where: Between A and B
2) What: (Rolling on a chart) A deserted ship!
So now you know, as you travel between A and B in the 3rd month since getting your ship, you detect a deserted ship! Why the ship is there and Who is on the ship (or used to be, or who made it this way... its all possible) are not determined yet, it depends on How you interact with it.
Do you board it? Then you'll quickly find out (as you go room to room) Who is or is not on the ship. Randomly generated "Info Markers" will give you more, well, info, representing finding computers, papers, diaries, whatever.... you find out:
Who: The ship was a small colonization ship with a dozen colonists on board, and they are nowhere to be found.
Why: The ship was attacked by pirates!
In addition, you find an addition to the What: The ship was carrying extremely valuable cargo!
Now, at the point you find out about the pirates, and discover they are not still on board (or on a ship very nearby) then you sort of 'start over.' Now you know the following:
Who: Pirates
What: have stolen treasure, possibly prisoners
Where: Perhaps known, perhaps not.... if you are totally lacking information in such an important area, you get an automatic clue that lets you get 'on the trail.' That is, you might not know they are on Planet C, but you know you can find out if you interrogate a guy on Planet B.
When: Now!
Why: Probably because they are pirates, but there could be other reasons... you'll need to find out more when you get to the pirate's hide out.
How do you deal with this? Chase the pirates? find out more info at a pirate haven? Whatever...
Anyway, the adventures sort of expand as you go into them. At each layer there will probably be rewards and risks (rarely will a layer only contain more info to get to a new layer, as that is just padding the length of an adventure), and as things get more dangerous the higher the chance will be that this is the final layer, at which point you get the big rewards for success (That is, you finally find the treasure.... which is most likely to happen after you generated 24 pirates with power armor and Rapid Fire Lasers than after generating a single pirate with a pistol as the guards).
It would be an interesting scenario generator, I think.... and good for campaigns. I think you could also build in red herrings and have mystery elements that would work (even though it doesn't KNOW if he killed the guy, and not the red alien, if you find info that suggests it, you could make the chance increase.... though there is still the chance he is a red herring built in).
The issue would be more in complexity. It might take awhile to write, and you could end up with a few weird situations... though its relatively easy to fix, once you find a problem.
I'm also sure that this will be adjusted to match up with the system that New Hope City or New Beginnings is using.... which, luckily, seems to not be that different than the one I'm describing.
The TRUE issue has more to do with making the W's fit into anyone's game.... they'll need to be somewhat vague (so that they all work together, no matter what the order, and so that they work in any setting.... the player will need to fill in gaps, but it shouldn't be hard most of the time).
I think the best way to do that would be to have the TIGU (Traveller Inspired Generic Universe) that most sci fi gamers seem to use in mind when I write the scenario bits.
Thoughts?
I've been a bit busy for the past several weeks, and then took a vacation in Maine, which I got back from only yesterday.
However, with slight tweaks, I did get to find out that the new armor/damage system works very well and, in a strange, arbitrary way, I get more fun out of it. I did have to actually raise weapon damage slightly for it to work, however (this was a design oversight), so that smaller weapons could still chip away at somewhat larger ships.
In addition, the adjusted fuel/action rules work well and really streamline play, and also allow for a couple of new options. I also found that I had to increase the amount of fuel ships had to start with. I also came up with some alternate rules (well, slightly modified) for 'realistic' campaigns where you automatically lose SOME fuel, but still take fuel checks to avoid wasting fuel. The rules make me think of Destination Moon.
One change I definitely had to make was generally increasing crew's Fly, Fight, and Fix scores. In the final game, a military ship would never have a score of 3 for more than one, and even then that would imply a bad crew.
At this point I'm working more on special weapons/defenses and other systems, ship attributes (not unlike the attributes in CR3, but for ships...), and the ship design system (I have two in competition, not sure which I like more).
Also, the campaign and scenario rules, the subject of this post.
It occurred to me, as I sat upon the top of Cadillac Mountain eating lobsters and blueberries (or so I'm told, the Maine trip was rather fast and turned into something of a blur), that scenario design basically comes down to the Who, What, Where, When, Why, and How.
Who: Whatever models you're using
What: Killing each other
Where: Your table
When: After work, before sleep
Why: Hopefully its fun
How: This is what you find out when you play
That would be the normal standup fight scenario, when there is no story behind a game.
More story driven games have those W's replaced by bits of story. Who becomes Captain Kirk and Mr Spock against the Klingons, Where becomes Alpha Centauri II, and so on.
This is far from groundbreaking, and this exact idea of using the 5 W's (and the H) has been used (well, at least mentioned) in THW games before.
Of course, this applies more or less equally to campaigns and scenarios.
The big idea I had, though, was that you could use the 5 W's as changing factors on a scenario generator.
For example, say you have your ship traveling between two planets, A and B, in the 3rd month of your campaign. Along the way, you check to see if you get an encounter.... and you do!
So you fill out the 5 W's, probably in this order:
1)When: The 3rd Month and Where: Between A and B
2) What: (Rolling on a chart) A deserted ship!
So now you know, as you travel between A and B in the 3rd month since getting your ship, you detect a deserted ship! Why the ship is there and Who is on the ship (or used to be, or who made it this way... its all possible) are not determined yet, it depends on How you interact with it.
Do you board it? Then you'll quickly find out (as you go room to room) Who is or is not on the ship. Randomly generated "Info Markers" will give you more, well, info, representing finding computers, papers, diaries, whatever.... you find out:
Who: The ship was a small colonization ship with a dozen colonists on board, and they are nowhere to be found.
Why: The ship was attacked by pirates!
In addition, you find an addition to the What: The ship was carrying extremely valuable cargo!
Now, at the point you find out about the pirates, and discover they are not still on board (or on a ship very nearby) then you sort of 'start over.' Now you know the following:
Who: Pirates
What: have stolen treasure, possibly prisoners
Where: Perhaps known, perhaps not.... if you are totally lacking information in such an important area, you get an automatic clue that lets you get 'on the trail.' That is, you might not know they are on Planet C, but you know you can find out if you interrogate a guy on Planet B.
When: Now!
Why: Probably because they are pirates, but there could be other reasons... you'll need to find out more when you get to the pirate's hide out.
How do you deal with this? Chase the pirates? find out more info at a pirate haven? Whatever...
Anyway, the adventures sort of expand as you go into them. At each layer there will probably be rewards and risks (rarely will a layer only contain more info to get to a new layer, as that is just padding the length of an adventure), and as things get more dangerous the higher the chance will be that this is the final layer, at which point you get the big rewards for success (That is, you finally find the treasure.... which is most likely to happen after you generated 24 pirates with power armor and Rapid Fire Lasers than after generating a single pirate with a pistol as the guards).
It would be an interesting scenario generator, I think.... and good for campaigns. I think you could also build in red herrings and have mystery elements that would work (even though it doesn't KNOW if he killed the guy, and not the red alien, if you find info that suggests it, you could make the chance increase.... though there is still the chance he is a red herring built in).
The issue would be more in complexity. It might take awhile to write, and you could end up with a few weird situations... though its relatively easy to fix, once you find a problem.
I'm also sure that this will be adjusted to match up with the system that New Hope City or New Beginnings is using.... which, luckily, seems to not be that different than the one I'm describing.
The TRUE issue has more to do with making the W's fit into anyone's game.... they'll need to be somewhat vague (so that they all work together, no matter what the order, and so that they work in any setting.... the player will need to fill in gaps, but it shouldn't be hard most of the time).
I think the best way to do that would be to have the TIGU (Traveller Inspired Generic Universe) that most sci fi gamers seem to use in mind when I write the scenario bits.
Thoughts?
Thursday, July 21, 2011
To Kill a Battleship....
So the last post resulted in some rather interesting discussion (both on this post as well as at TMP) over the differences and virtues of different damage systems.
I think I've identified the main 'types' of systems, and I've also noticed that most are actually rather similar (so yes, I do think a specific, inherent preference for one over another is somewhat silly, but its still legitimate).
1) Damage Level systems, where all ships essentially have an equal number of HP, but they are given names instead of numbers (Fine, Damaged, Destroyed, for example). Ships have different defenses by their ability to avoid changing damage levels. (Traditional THW, more or less)
2) Special Damage systems- usually combined with other systems, but sometimes IS the system, so that the way to 'kill' another ship is to knock out all of its systems (though there is usually a way to Overkill and just blow the dang thing up). (Starfire)
3) Hit Points- like damage levels, but another thing that distinguishes ships is that bigger ships have MORE damage levels than smaller ships. Number instead of names. (BFG)
4) Threshold systems, where the damage is compared to a chart, and if it gets past a certain threshold, it has certain effects (these either being Damage Levels or Special Damage). (GOPS)
Anyway, what I think I'm settling on is the following rule:
Damage:
Every hitting shot has its Impact subtracted by the Armor of the ship being hit. A D6 is added to this number.
(this next bit will likely be tweaked on the specific numbers)
Every shot that is below zero causes a "Been Shot" test. (cinematically: the ship is hit, but the weapon painlessly glances off, or causes a surface blast mark, causing the crew to return fire and evade)
Shots that are zero to 3 cause a "Shaken" test. (cinematically: the crew are thrown around the deck. Perhaps a few computers explode on the bridge. Small external bits- parts of wings, tips of rockets, etc, are blown off. It is possible that more damage is caused if the Fixers onboard don't prevent that small fire from blowing a hole in the ship...)
4-6 results in Light Damage (as well as a test that can worsen the damage to Heavy if failed). Cinematically: An explosion rocks the ship! Outer hull is totally gone in the area directly hit by enemy fire. There is a breach! Fires are inside, and there are probably a few casualties. Functionally the ship is still well within the area where it can operate, however, as most crew remain alive (possibly in space suits, however), the damage is repairable (though the results may not look as pretty as the shiny white exterior previously did), and the small breach doesn't prevent the engines from pushing the cockpit and guns to where they need to go, so... fight on!
7-8 results in Heavy Damage (with a test for going to Severe). Cinematically: The ship is starting to look pretty bad. Large chunks of the ship are gone, there are either several small breaches or a single large one, multiple fires on board, multiple dead. Without the optional Special Damage rules, the ship is still functioning, however.
9-10 is Severe Damage. (with a test for going Kaboom!) The ship is effectively dead, except that it can still shoot some types of weapons and can still repair. Cinematically, the ship is a Drifting Dead. What essentially makes it different form a Kaboom! ship is that there are a few survivors on board, and possibly (depending on if you are using optional special damage rules and whether or not those have affected your weapons) a few working, smaller, low power weapons. The survivors, no doubt floating through the exposed interior of the wrecked ship, do have a chance, however; good Fixers can get power running again, and slowly fix the ship so that it may once again fly.
11+ KABOOM! Self explanatory.
Adding Damage: example: if a ship is Light Damaged, then an additional Light Damage will send them into Heavy Damage. Here are all of them:
Light + Light = Heavy
Light + Heavy = Severe
Light + Severe = Roll again for chance of Kaboom and add Special Damage Effects, if in use.
Heavy + Heavy = Kaboom
Heavy + Severe = Kaboom
Repairing Damage: it is possible to reduce your current damage level with successful repairs (based on current damage type). Pretty self explanatory. In theory this means a ship that is pretty much dead can become a working ship again, but this takes awhile, requires some luck, and is unlikely to happen, especially if you are using special damage effects.
In addition, there will be optional special damage effects, which add a random chance for special damage from ANY attack (including shots that do not penetrate, though it will be rarer for them) as well as mandatory (though the actual effect would be random, you'd definitely get one if using these rules) special damage effects for different damage levels.
These do, in effect, make damage levels WORSE than they were before, so if you are using them, you have to use them for all ships within the game.
When repairing with special damage, you must repair all special damage (not including crew damage, which cannot be repaired, or loss of fuel, which is gone for good) down to the amount that you get mandatorily for the damage level below your current damage level before repairing a damage level.
Example: I am Heavily Damaged, with 2 special damage effects. To reduce to Light Damage (which causes 1 Special Damage Effect) I would need to first repair 1 special damage effect, and then repair the Heavy Damage down to Light Damage.
This basically makes it impossible to repair out of Severe Damage, as you are probably going to be severely damaged by being hit more than once, meaning you'll have something like 5 or 6 special damage effects in addition to the severe damage... so you'll be able to repair bits and pieces (get a gun working again, get some more armor working again, get the computers working, whatever) but it'll take longer than a lot of games last to really get back to a fully working condition.
So wait, I here the masses cry, it is as easy to kill a battleship as to kill a fighter, if they have the same armor?
Yep.
But as Hull is still an attribute used in ship design, that situation will be rare. Hull will be used to determine how many Weapons, Armor, Cargo, Engines, even Speed (though base speed is smaller as you get bigger, if you devote enough of that space to powerful engines, you can get that ship to move faster), and to a certain extent, maneuverability (similar story to Speed), as well as 'maneuver thrusters' which can help your ship move around without turning.
In effect, very, very rarely will you see a big ship that has less armor than a little ship. Similar to how its hard to fit many guns on a little ship, while a big ship has lots. The advantages of less Hull is that you have higher starting values (which are modified by the design) for things like speed and maneuverability.
Little ships also have the advantage of usually needing less fuel (they can refuel at the carrier), not needing cargo (well, they could, but only a little... most ships of this size are just the cargo of a bigger ship, anyway), dogfighting abilities, being harder to hit, all of which free up space (in one way or another) to let them have the things they need- nice guns, maneuver thrusters, and a bit of armor.
I'm actually really liking the implications of this system... thoughts?
I think I've identified the main 'types' of systems, and I've also noticed that most are actually rather similar (so yes, I do think a specific, inherent preference for one over another is somewhat silly, but its still legitimate).
1) Damage Level systems, where all ships essentially have an equal number of HP, but they are given names instead of numbers (Fine, Damaged, Destroyed, for example). Ships have different defenses by their ability to avoid changing damage levels. (Traditional THW, more or less)
2) Special Damage systems- usually combined with other systems, but sometimes IS the system, so that the way to 'kill' another ship is to knock out all of its systems (though there is usually a way to Overkill and just blow the dang thing up). (Starfire)
3) Hit Points- like damage levels, but another thing that distinguishes ships is that bigger ships have MORE damage levels than smaller ships. Number instead of names. (BFG)
4) Threshold systems, where the damage is compared to a chart, and if it gets past a certain threshold, it has certain effects (these either being Damage Levels or Special Damage). (GOPS)
Anyway, what I think I'm settling on is the following rule:
Damage:
Every hitting shot has its Impact subtracted by the Armor of the ship being hit. A D6 is added to this number.
(this next bit will likely be tweaked on the specific numbers)
Every shot that is below zero causes a "Been Shot" test. (cinematically: the ship is hit, but the weapon painlessly glances off, or causes a surface blast mark, causing the crew to return fire and evade)
Shots that are zero to 3 cause a "Shaken" test. (cinematically: the crew are thrown around the deck. Perhaps a few computers explode on the bridge. Small external bits- parts of wings, tips of rockets, etc, are blown off. It is possible that more damage is caused if the Fixers onboard don't prevent that small fire from blowing a hole in the ship...)
4-6 results in Light Damage (as well as a test that can worsen the damage to Heavy if failed). Cinematically: An explosion rocks the ship! Outer hull is totally gone in the area directly hit by enemy fire. There is a breach! Fires are inside, and there are probably a few casualties. Functionally the ship is still well within the area where it can operate, however, as most crew remain alive (possibly in space suits, however), the damage is repairable (though the results may not look as pretty as the shiny white exterior previously did), and the small breach doesn't prevent the engines from pushing the cockpit and guns to where they need to go, so... fight on!
7-8 results in Heavy Damage (with a test for going to Severe). Cinematically: The ship is starting to look pretty bad. Large chunks of the ship are gone, there are either several small breaches or a single large one, multiple fires on board, multiple dead. Without the optional Special Damage rules, the ship is still functioning, however.
9-10 is Severe Damage. (with a test for going Kaboom!) The ship is effectively dead, except that it can still shoot some types of weapons and can still repair. Cinematically, the ship is a Drifting Dead. What essentially makes it different form a Kaboom! ship is that there are a few survivors on board, and possibly (depending on if you are using optional special damage rules and whether or not those have affected your weapons) a few working, smaller, low power weapons. The survivors, no doubt floating through the exposed interior of the wrecked ship, do have a chance, however; good Fixers can get power running again, and slowly fix the ship so that it may once again fly.
11+ KABOOM! Self explanatory.
Adding Damage: example: if a ship is Light Damaged, then an additional Light Damage will send them into Heavy Damage. Here are all of them:
Light + Light = Heavy
Light + Heavy = Severe
Light + Severe = Roll again for chance of Kaboom and add Special Damage Effects, if in use.
Heavy + Heavy = Kaboom
Heavy + Severe = Kaboom
Repairing Damage: it is possible to reduce your current damage level with successful repairs (based on current damage type). Pretty self explanatory. In theory this means a ship that is pretty much dead can become a working ship again, but this takes awhile, requires some luck, and is unlikely to happen, especially if you are using special damage effects.
In addition, there will be optional special damage effects, which add a random chance for special damage from ANY attack (including shots that do not penetrate, though it will be rarer for them) as well as mandatory (though the actual effect would be random, you'd definitely get one if using these rules) special damage effects for different damage levels.
These do, in effect, make damage levels WORSE than they were before, so if you are using them, you have to use them for all ships within the game.
When repairing with special damage, you must repair all special damage (not including crew damage, which cannot be repaired, or loss of fuel, which is gone for good) down to the amount that you get mandatorily for the damage level below your current damage level before repairing a damage level.
Example: I am Heavily Damaged, with 2 special damage effects. To reduce to Light Damage (which causes 1 Special Damage Effect) I would need to first repair 1 special damage effect, and then repair the Heavy Damage down to Light Damage.
This basically makes it impossible to repair out of Severe Damage, as you are probably going to be severely damaged by being hit more than once, meaning you'll have something like 5 or 6 special damage effects in addition to the severe damage... so you'll be able to repair bits and pieces (get a gun working again, get some more armor working again, get the computers working, whatever) but it'll take longer than a lot of games last to really get back to a fully working condition.
So wait, I here the masses cry, it is as easy to kill a battleship as to kill a fighter, if they have the same armor?
Yep.
But as Hull is still an attribute used in ship design, that situation will be rare. Hull will be used to determine how many Weapons, Armor, Cargo, Engines, even Speed (though base speed is smaller as you get bigger, if you devote enough of that space to powerful engines, you can get that ship to move faster), and to a certain extent, maneuverability (similar story to Speed), as well as 'maneuver thrusters' which can help your ship move around without turning.
In effect, very, very rarely will you see a big ship that has less armor than a little ship. Similar to how its hard to fit many guns on a little ship, while a big ship has lots. The advantages of less Hull is that you have higher starting values (which are modified by the design) for things like speed and maneuverability.
Little ships also have the advantage of usually needing less fuel (they can refuel at the carrier), not needing cargo (well, they could, but only a little... most ships of this size are just the cargo of a bigger ship, anyway), dogfighting abilities, being harder to hit, all of which free up space (in one way or another) to let them have the things they need- nice guns, maneuver thrusters, and a bit of armor.
I'm actually really liking the implications of this system... thoughts?
Subscribe to:
Posts (Atom)