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Old 08-17-2010, 02:20 PM   #11
malloyd
 
Join Date: Jun 2006
Default Re: [Spaceships] Making a setting work...

Quote:
Originally Posted by Fred Brackin View Post
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.
Though you do have to be a little careful of prices of relative to everything else, or you can get into situations where it's cheaper to buy a ship and land it permanently than to build a housing unit or a village power plant.

I'd note that in most game systems spaceship rules, ships get a lot cheaper if you leave off the weapons, armor, and long range sensors, none of which are very useful for a merchant operating in places that have local policing and traffic control. Adventurers will whine about the crappy ship capabilities, but merchants who try to avoid places where you have to shoot at pirates, avoid uncharted asteroids and land without a field beacon and won't miss them.
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