Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-14-2012, 10:40 AM   #1
Phaelen Bleux
World Traveler in Training
 
Phaelen Bleux's Avatar
 
Join Date: Apr 2005
Location: Chicago, IL
Default [Star Wars] Astrogation

I'm trying to collect bits a pieces to start a SW campaign at some point. I began looking at Astrogation as it might apply to SW. A few quandries:

(1.) How hard should Astrogation skill be? M/A seems a little generous for the SW universe.

http://starwars.wikia.com/wiki/Astrogation

(2.) What Complexity computer would be needed to handle astrogation calculations?

http://starwars.wikia.com/wiki/Navigation_computer

(3.) How large of a database to you need to keep track of 180 billion objects in constant motion with X,Y,Z coordinates and basic planetary descriptions?

http://starwars.wikia.com/wiki/The_galaxy
__________________
"People demand freedom of speech as a compensation for the freedom of thought which they seldom use." -- Kierkegaard

http://aerodrome.hamish.tripod.com

Last edited by Phaelen Bleux; 04-14-2012 at 10:47 AM. Reason: added links
Phaelen Bleux is offline   Reply With Quote
Old 04-14-2012, 11:19 AM   #2
Wildcat
 
Wildcat's Avatar
 
Join Date: Sep 2011
Location: Kansas
Default Re: [Star Wars] Astrogation

Just off the top of my head, I would place Astrogation as a Very Hard skill with no default. Minimum equipment for astrogation would be an astromech droid, which I would say would have you rolling at -2 to skill, unless it was an especially good astromech droid. An on-board astrogation computer (rare on even the biggest fighters, but common on everything bigger) would allow you to roll at full skill. There could conceivably be high-quality computers that might give as much as +2 to skill.

Updating your database frequently is important to keeping everything safe. After a week without updating your computer, you're at -1; after a month, -2; six months, -3; a year or more, -5.

I couldn't say about questions 2 and 3.
Wildcat is offline   Reply With Quote
Old 04-14-2012, 11:25 AM   #3
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: [Star Wars] Astrogation

I wouldn't bother changing difficulty from whatever Basic Set offers. Instead, I would take a closer look at the range penalties to be employed for the rolls, and what Equipment Modifiers should be.

This is another one of those cases where it is unclear how exactly should Intuitive Mathematician behave.
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 04-14-2012, 12:59 PM   #4
vierasmarius
 
vierasmarius's Avatar
 
Join Date: Nov 2009
Location: Oregon
Default Re: [Star Wars] Astrogation

Quote:
Originally Posted by vicky_molokh View Post
I wouldn't bother changing difficulty from whatever Basic Set offers. Instead, I would take a closer look at the range penalties to be employed for the rolls, and what Equipment Modifiers should be.
Do range penalties generally apply to Navigation rolls? I could see using the Long-Distance modifiers for this, though it's not mentioned in the skill description. Of course, while that keeps terrestrial range penalties relatively modest, interplanetary and interstellar distances would still give oppressively heavy penalties.

Quote:
This is another one of those cases where it is unclear how exactly should Intuitive Mathematician behave.
If Astrogation can be done with just a hyperspace chart and scientific calculator, then Intuitive Mathematics would count as basic equipment. If it's considerably more involved (requiring a computer to model the projected path and all nearby bodies in 4D, for example) then IM isn't sufficient, being Improvised Equipment at best.

Quote:
Originally Posted by David Johnston2 View Post
I don't agree. Interstellar Navigation with a charted route is a pretty routine task undertaken reliably by people who don't seem to have much of an education like Luke Skywalker and Han Solo. Hard mental skills usually require significant academic credentials.
Agreed. The hyperspace mishaps that occur in the fiction all seem to come about from external factors, like damaged equipment, inadequate charts, and insufficient plotting time.
vierasmarius is offline   Reply With Quote
Old 04-14-2012, 01:29 PM   #5
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: [Star Wars] Astrogation

Quote:
Originally Posted by vierasmarius View Post
Do range penalties generally apply to Navigation rolls? I could see using the Long-Distance modifiers for this, though it's not mentioned in the skill description. Of course, while that keeps terrestrial range penalties relatively modest, interplanetary and interstellar distances would still give oppressively heavy penalties.
Or you can declare that a 2-pc jump is +0, and use the Speed/Range Table, substituting parsecs for yards. Just an example. It's your campaign, some decisions have to be made.
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 04-14-2012, 07:08 PM   #6
Fred Brackin
 
Join Date: Aug 2007
Default Re: [Star Wars] Astrogation

Quote:
Originally Posted by vierasmarius View Post

If Astrogation can be done with just a hyperspace chart and scientific calculator, then Intuitive Mathematics would count as basic equipment. If it's considerably more involved (requiring a computer to model the projected path and all nearby bodies in 4D, for example) then IM isn't sufficient, being Improvised Equipment at best.


.
Intuitive Mathematician outrates a scicntific calculator by several orders of magnitude. IM is capable of doing engineeering design work rathert hasn jsut simple (or even not quite simple) calculations.

Also, by example of AI characters and descriptions of how to do them, if you have IM, Photogrpahic Memory, Absolute Time sense and possibly Enhanced Time Sense you _are_ a computer either literally or figuartively.
__________________
Fred Brackin
Fred Brackin is offline   Reply With Quote
Old 04-14-2012, 08:20 PM   #7
vierasmarius
 
vierasmarius's Avatar
 
Join Date: Nov 2009
Location: Oregon
Default Re: [Star Wars] Astrogation

Quote:
Originally Posted by Fred Brackin View Post
Intuitive Mathematician outrates a scicntific calculator by several orders of magnitude. IM is capable of doing engineeering design work rathert hasn jsut simple (or even not quite simple) calculations.
Ah, looks like I got it mixed up with Lightning Calculator. Yeah, if a character is an Intuitive Mathematician, their brain basically is a computer, so that trait combined with accurate navigation charts is all that's needed.

Which does beg the question of why any droid brain capable of sentience might be incapable of Astrogation. Presumably it requires a higher Complexity than does AI - either because it's truly that difficult (in which case IM may still have trouble with it) or because the Complexity necessary for Star Wars AI is lower than the GURPS assumption.
vierasmarius is offline   Reply With Quote
Old 04-14-2012, 01:38 PM   #8
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: [Star Wars] Astrogation

Quote:
Originally Posted by Wildcat View Post
Just off the top of my head, I would place Astrogation as a Very Hard skill with no default. Minimum equipment for astrogation would be an astromech droid, which I would say would have you rolling at -2 to skill, unless it was an especially good astromech droid. An on-board astrogation computer (rare on even the biggest fighters, but common on everything bigger) would allow you to roll at full skill. There could conceivably be high-quality computers that might give as much as +2 to skill.

Updating your database frequently is important to keeping everything safe. After a week without updating your computer, you're at -1; after a month, -2; six months, -3; a year or more, -5.

I couldn't say about questions 2 and 3.
I disagree.
Several fighters can jump into hyperdrive in the movies.
This tells me its not that hard a skill, you dont train that many people to do something like that and failures would be too big a problem so they would have to buy up the skill.
Refplace is offline   Reply With Quote
Old 04-14-2012, 01:41 PM   #9
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: [Star Wars] Astrogation

Quote:
Originally Posted by Refplace View Post
Several fighters can jump into hyperdrive in the movies.
All fighters with hyperspace have Astromechs. At least according to the WEG rules, Astromechs aren't capable of calculating a new hyperjump but can hold preprogrammed settings for several jumps with known entry and exit points.
sir_pudding is offline   Reply With Quote
Old 04-14-2012, 01:52 PM   #10
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: [Star Wars] Astrogation

Quote:
Originally Posted by sir_pudding View Post
All fighters with hyperspace have Astromechs. At least according to the WEG rules, Astromechs aren't capable of calculating a new hyperjump but can hold preprogrammed settings for several jumps with known entry and exit points.
Sure but the post I replied to was using Astromechs as a -2
Refplace is offline   Reply With Quote
Reply

Tags
astrography, space, star wars


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:45 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.