09-07-2013, 01:48 AM | #51 | |
Join Date: May 2005
Location: Oz
|
Re: [Spaceships] TL10^ exploration frigate
Quote:
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
|
09-07-2013, 02:07 AM | #52 |
Join Date: May 2005
Location: Oz
|
Re: [Spaceships] TL10^ exploration frigate
Ah! What if I pull the habitat section that consists of cabins back from Forward Core to Midships Core, and then instead of de-rating a power plant I put in a half-size one and a half-size habitat section? That'll give an extra 10 cabins (a great improvement in comfort) at the cost of reducing the endurance of the power-plant from 400 years to 200 years, either of which is grossly superadequate. Then it's a matter of assigning the non-Core cabins to someone who will almost certainly not be in s/his cabin while the ship is fighting. And I won't have to do a fussy split of the Control Room.
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
09-07-2013, 02:34 AM | #53 |
Banned
Join Date: Oct 2007
Location: Europe
|
Re: [Spaceships] TL10^ exploration frigate
|
09-07-2013, 02:59 AM | #54 |
Join Date: May 2005
Location: Oz
|
Re: [Spaceships] TL10^ exploration frigate
Exactly so!
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
09-07-2013, 06:47 AM | #55 |
Join Date: May 2005
Location: Oz
|
Re: [Spaceships] TL10^ exploration frigate
Now, the computer system of this ship is Complexity 8. So it could run one program of Complexity 8 (say, an NAI with IQ-12 or a VAI with IQ-10) simultaneously with ten of Complexity 7 (say a mix of DAIs with IQ-12 and NAIs with IQ-10).
How do I set Gunner, Electronics Operation, Piloting, and Spacer skill levels for these AIs?
__________________
Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 09-07-2013 at 06:50 AM. |
09-07-2013, 07:38 AM | #56 | ||
Join Date: Oct 2004
Location: Yorkshire, UK
|
Re: [Spaceships] TL10^ exploration frigate
Quote:
Quote:
I don't see a problem with it (especially for this System), and in this case, a SM+8 control room would have 4 control stations, so 3 of them would have 12 control stations - but the 'split' SM+9 control room has only 6 control stations. |
||
09-07-2013, 07:47 AM | #57 | |
Join Date: Oct 2004
Location: Yorkshire, UK
|
Re: [Spaceships] TL10^ exploration frigate
Quote:
Damage is relatively simple - if there is a hit to a hull section with smaller or half systems, you can roll a d6 to decide which is hit. Targeting a small or half system would presumably work in a similar manner to Precision Attacks and weak spots, possibly including the need for a detailed scan or blueprints. I'd eyeball Half Systems targeted at -7, and a Small System at -8 ? |
|
09-07-2013, 07:48 AM | #58 |
Join Date: May 2005
Location: Oz
|
Re: [Spaceships] TL10^ exploration frigate
There are some such rules in Spaceships 7, on p.5.
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
09-07-2013, 08:16 AM | #59 |
Join Date: Oct 2004
Location: Yorkshire, UK
|
Re: [Spaceships] TL10^ exploration frigate
You know, I'd always assumed the Large Systems rules required the 3 systems to be in adjacent locations in the same hull section - but it doesn't actually say that.
For some Large Systems it doesn't make much sense for the 3 systems not to be in adjacent locations (Weapon Batteries), but others (like the Control Room) could reasonably be distributed systems! |
09-07-2013, 10:41 AM | #60 |
Join Date: Aug 2007
|
Re: [Spaceships] TL10^ exploration frigate
There are significant limitations placed on the location of Spinal Mount segments
__________________
Fred Brackin |
Tags |
exploration, flat black, spaceships |
|
|