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#1 |
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Join Date: Jun 2005
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here's the perks and quirks I have so far.
My objective is to make these flavorful, something to differentiate ships, not a selling point. -Instead of escape pods, the ship has an (one) SM+4 shuttle. -The ship is Reliable (+1 HT). -The ship is Unreliable (-1 HT). -Better Shields (+10% shield dDR) -Weaker Shields (-10% shield dDR) -Fast Refits (-20% time for refitting systems) -Slow Refits (+20% time for for refitting systems) -Proprietary Parts (-1 HT with non-OEM parts) -Corrupted Power Feeds/Cooling System (-20% RoF to a weapon system). -Enhanced Capacitors (With default weapons, can fire 1/2 normal RoF without power-that is, you can fire that ONCE, not every round) -Better Reactors (-2 to Enhance Power task) (vs. -4 by default) -Better Afterburners (-2 to Enhance Thrust task) (ditto) -Jerky Turret Syndrome (-2 to turret attacks) -Ion-vulnerable (-4 to surge HT checks) I'd like to know if anything seems too strong or not enough of a disadvantage. I'm also thinking of packages of perks/quirks for various manufacturers of ships (Kuat, CEC, Sorosuub, etc.). For example: Corellian Engineering Corporation are Reliable and have Fast Refits, but have Corrupted Power Feeds and Jerky Turret Syndrome (since they assume you'll replace them with something better). Thoughts, comments, questions? Exhortations to get Spaceships 6?
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My gaming groups Wiki: GURPS Star Wars house rules, example spaceships, etc. |
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#2 | |||
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Join Date: Mar 2008
Location: Dallas, TX
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#3 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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If they're linked to manufacturers, what prevents Solo types from just assembling the best combo?
IMO these should be component price modifiers mostly. |
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#4 | |
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Join Date: Feb 2005
Location: Brazil, RS
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I think refit times are fitting, because it's the sort of con or pro you'd expect to find in machines. For instance, my old Compaq computer had the motherboard incorporated into the case, very hard to replace... it's not a performance or spec issue, and most people wouldn't care, but should I want to change the motherboard it would be a major pain. It also had a somewhat defective graphics card... that wasn't a problem frequently, but it wasn't a quirk, it was a design flaw and as such, a disadvantage. Quirks aren't flaws, bad design, etc... they're minor weirdnesses that might annoy you or limit you in particular situations. Same goes for perks, they cannot be clearly better than everything else and they have to be useful to particular types of people or situations, preferably rare types of situations. -1 to HT all the time is a significant flaw, not a quirk, if you were building the ship as a character that's an entire attribute you're lowering. +10% dDR is an advantage by the same logic. |
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#5 | ||||||
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Join Date: Jun 2005
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...Which is exactly not the point of this. These are supposed to distinguish ships by model and manufacturer, not be "another thing you can buy for any ship."
The hardware this represents isn't supposed to be infinitely transferable between ships. You would have to work really hard to transfer a benefit like this, and you just might not be able to do it. On the other hand, since you're suggesting I indivdiually price ten or fifteen different design features, do you have any advice? Quote:
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I suppose you could do that. It's a lot more effective to use normal ways to customize your ship--like buying (or stealing) heavy force screens. I'm not against chopping and stripping a ship at all, but there's more effective ways that this. Quote:
If you fail the roll, you disable the reactor/engines...which means your engineer needs to attempt a difficult roll (-9 at 1-minute scale) to jury-rig them into being repaired. And that's ONE system per minute he can work on! This is a serious problem if you fail this roll, this is a big gamble you're taking. Quote:
In Spaceships you make HT rolls to avoid destruction...which means you've already taken loads of damage already. Ship HT starts at 13 and you can get -1 for not having an engine room at SM+9 or less and +1 for a robofac/fabricator system, and the ship can have lowered HT overall if it's cheap/very cheap... It's like bleeding to death twice as fast while unconscious. By that time, you've already lost the fight. Does anyone have any better suggestions? Advice for how to accomplish the same goal more elegantly?
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My gaming groups Wiki: GURPS Star Wars house rules, example spaceships, etc. Last edited by AmesJainchill; 11-20-2009 at 09:24 AM. |
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#6 |
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Join Date: Sep 2007
Location: Sweden
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Very nice ! I'm going to adapt this into my current SW campaign. Should make the ships a bit more unique.
Although I use a random table for generating these kinds of flaws any time the PC's buy a used ship, it would be nice to see a list of manufacturer-specific perks/quirks. |
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#7 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#8 | |
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Join Date: Jun 2005
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Got it.
__________________
My gaming groups Wiki: GURPS Star Wars house rules, example spaceships, etc. |
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#9 |
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Join Date: Feb 2005
Location: Brazil, RS
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#10 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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You just need to make sure you price it properly.
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