12-13-2010, 01:38 PM | #11 |
Join Date: Aug 2007
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Re: [Spaceships] Armor Density
That doesn't sound like Spaceships, since it's always 20 systems regardless of SM.
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12-13-2010, 03:06 PM | #12 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: [Spaceships] Armor Density
I've added some modifications for lighter systems.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
12-13-2010, 03:11 PM | #13 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships] Armor Density
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12-13-2010, 03:46 PM | #14 | ||
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Re: [Spaceships] Armor Density
Quote:
Quote:
Last edited by Mark Skarr; 12-13-2010 at 04:39 PM. Reason: Had the wrong quote |
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12-13-2010, 06:41 PM | #15 | |
Join Date: Aug 2004
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Re: [Spaceships] Armor Density
Quote:
X = (given speed from spaceships) / 30 times 20. For low volume system like armor (and considering how coarse the spaceships systems are already) this works fine. (I also tend to ignore hits on extra armor systems in this case) Ships still only get two core modules as well. |
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12-14-2010, 01:54 PM | #16 |
Join Date: May 2008
Location: CA
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Re: [Spaceships] Armor Density
Anthony's method should work fine. The only reason ships are restricted to 20 locations is due to the effect ship mass has upon performance (which is mostly fixed adequately by modifying performance by the total number of systems used, except for fuel tanks, which would need to be reworked a bit more) and for reasons based upon volume. If you alter the ship performance based upon total number of modules, you've got a system that needs 20 systems for volume-based reasons (such as number of people that can fit in a hull section or the hit location rules), not mass.
You could expand it so that different systems took up different amounts of volume slots while taking up one mass slot. Armor modules would take up 1 mass slot and 0 volume slots, habitats might take up one mass slot and two volume slots, etc. For fuel tanks, the fuel tank multiplier would need to be based upon the actual fraction of fuel tanks to total mass slots used. Everything else should work fine. |
12-14-2010, 03:55 PM | #17 | |
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Join Date: Sep 2004
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Re: [Spaceships] Armor Density
Quote:
The problem I see with this idea is one that haunted all of the 3e systems: It's difficult to build a vehicle with a target performance. Basing everything on same-mass modules means that each module give a certain performance (3G for an engine, 12 mps dV for a fuel tank), rather than having to calculate performance at the end.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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12-14-2010, 04:12 PM | #18 |
Join Date: Jul 2008
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Re: [Spaceships] Armor Density
Partitioning spaceships into a different number of systems breaks the Spaceships damage system.
Everything else you can work around if you're willing to do the math, but how do you deal with that?
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12-14-2010, 04:14 PM | #19 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships] Armor Density
This is true, but the fewer variants you have, the easier it is. If just armor has nonstandard volume, it's actually pretty easy to come up with target performance (adding fuel and habitat makes it messy rapidly).
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12-14-2010, 04:15 PM | #20 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships] Armor Density
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