Re: [Spaceships] simply fuel math...
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Spaceships isn't really written as a campaign/world-building aid as much as people want to use it for one. It's meant to do double duty as an rpg supplement _and_ a stand-alone space combat game. That's where some of the gamist elements come from. |
Re: [Spaceships] simply fuel math...
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:) |
Re: [Spaceships] simply fuel math...
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Re: [Spaceships] simply fuel math...
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Re: [Spaceships] simply fuel math...
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Reducing mass should increase the acceleration of drives and the delta-V of fuel tanks, and lower HP. Having slots on the ship that correspond to nothing makes a hash of the damage system. |
Re: [Spaceships] simply fuel math...
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Right now, I started working on how to calculate the values for hulls as given in the table. As best as I could figure... It works out to: if SM is odd, value = 3 if SM is even, Value = 10 Then, multiple the "Value" times 10^(round(SM/2,0)+2). Where possible, I'm trying to reduce things to formulas that are a function of SM values. Otherwise, I need a table lookup to find out what values go where relative to the SM involved. I know there is an Excel spreadsheet out there that does this, but I like to see what I can sleuth out on my own. :) |
Re: [Spaceships] simply fuel math...
If you really want to make intermediate size vessels, start with the stats for a vessel the size of the next smaller official hull.
So a 260 ton vessel would have 1.37 times the DR, 1.89 times the open spaces areas, and 2.6 times the cargo capacity per component of a 100 ton ship, and would have the handling and computer complexity (and SM) of a 300 ton ship. There are a few odd progressions, like hangar bay launch rate (though if you look carefully, you may note that if you express launch rate as seconds per hangar, you get a neat x10/+6 progression). |
Re: [Spaceships] simply fuel math...
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