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Old 08-17-2010, 02:03 PM   #10
Fred Brackin
 
Join Date: Aug 2007
Default Re: [Spaceships] Making a setting work...

Quote:
Originally Posted by malloyd View Post
You can vastly lower the price of ships.
Yes. When I was preparing the Gloria Monday campaign during the 3e era I used Ve2 to build the ship (it wasn't even hard when using GVB) and I selected technologies that made ships cheap.

Ships of the Gloria's class cost a little over a million new and half that when worn down to Cheap quality (as the Gloria was).

The Gloria was relatively small, only having a cargo capacity of around 100 tons but there was a size limit on all ships in the game. No Imperial Star Destroyers in that setting.

Ships in a certain supplement may cost tens or hundreds of millions of $ but that's only because someone thinks they should. If it's your game then the "someone" is you. Ships cost what you think they should.

This is particularly true both when you're the one writing the rules of the universe _and_ when using an system as abstract as Spaceships. Just leave costs the same across the TL and the SMs and the system won't care. It's not a game balance issue as long as everything built with the rules uses the same rules.
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