07-12-2016, 03:41 AM | #11 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Handling maintenance and overhauls for GURPS Spaceships
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07-12-2016, 04:02 AM | #12 | |
Join Date: Dec 2007
Location: Shropshire, uk
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Re: Handling maintenance and overhauls for GURPS Spaceships
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How this carrys over will depend upon the setting. Either way I would be reluctant to assume this is going to provide a basis for what the OP wants firstly because it mostly applies to warships with large crews and systems that are readly accessible to facilitate damage control and secondly because it still doesn't offer a precedent for underway refitting. In most settings this might justify letting the players deduct crew salaries from the 30% surcharge for crew members with relevant skills as a replacement for hired workers in yard based refits. In settings that stick closely to age of sail tropes (say something close to David Drake's Reaches or RCN series) I might let the crew set up an improvised dock and do the work without the surcharge over a longer period of time. Last edited by Frost; 07-12-2016 at 04:21 AM. |
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07-12-2016, 03:51 PM | #13 |
Join Date: Oct 2004
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Re: Handling maintenance and overhauls for GURPS Spaceships
A similar issue is how fast can ships startup? Warm or cold starts? That's a question that comes up occasionally in my games. Seconds, minutes, hours?
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07-12-2016, 04:41 PM | #14 | |
Join Date: Dec 2007
Location: Shropshire, uk
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Re: Handling maintenance and overhauls for GURPS Spaceships
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Crews that need to leave somewhere fast will need to keep critical systems running and or start systems up fairly regularly (particularly mechanical systems) in order to facilitate a rapid start up. |
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07-12-2016, 05:14 PM | #15 | |
Join Date: Oct 2008
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Re: Handling maintenance and overhauls for GURPS Spaceships
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Overall: Seconds: It is like stepping into a car and driving off Minutes: It is like flying off in a private plane or casting off in a larger boat. Hours or days: It is like starting a large industrial plant. So it depends on the feel you want to have in the process. Personally I have mostly used the minutes at it has seemed to fit most settings best. |
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07-12-2016, 07:12 PM | #16 | |
Join Date: Jun 2006
Location: On the road again...
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Re: Handling maintenance and overhauls for GURPS Spaceships
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07-12-2016, 09:27 PM | #17 | |
Join Date: Oct 2004
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Re: Handling maintenance and overhauls for GURPS Spaceships
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07-15-2016, 08:51 PM | #18 |
Join Date: Aug 2005
Location: Cowtown, Canada
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Re: Handling maintenance and overhauls for GURPS Spaceships
The Spaceships line is 'generic' so things like start-up time is left to the GM. That way they can tailor it to whatever sort of Sci-Fi background they are trying to create. You'll notice the books are packed with 'design switches' that help you emulate different options for different game worlds.
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07-15-2016, 09:06 PM | #19 |
Join Date: Mar 2008
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Re: Handling maintenance and overhauls for GURPS Spaceships
You can get inventive under war time conditions or the equivalent. I have a book about getting the shipyard the Italians had in Eritrea back in operation after it was captured in WW II. It wasn't built to handle warships except destroyers, was built for commercial work. So they cleaned the hulls of cruisers by putting one end in the floating drydock, tilting that end up out of the watr and cleaning it then reversing the ship and getting the other half. In one case the had to fix damage on a ship whose armor was well thicker then the bending brakes could handle. The attached one edge and then used blowtorches to soften where the bend was and sledge hammers to bend to fit. The book is Under the Red Sea Sun and is very interesting, he was a salvage officer that was also involved with the D-Day portable harbors and the salvage of the sub S-51 before the war.
So I can see where penalties and taking Extra Time to overcome them might be the way to go in many cases. |
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