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#1 |
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World Traveler in Training
Join Date: Apr 2005
Location: Chicago, IL
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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
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"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 |
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#2 |
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Join Date: Sep 2011
Location: Kansas
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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. |
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#3 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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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. |
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#4 | |||
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Join Date: Dec 2007
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#5 | |||
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Join Date: Nov 2009
Location: Oregon
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#6 | |||
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Join Date: Jan 2011
Location: Chelyabinsk, Russia
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And do you just stick to use 3e terms (M/P skills) or use them actually? Quote:
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MH Setting. Welcome to help. |
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#7 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#8 | |
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Join Date: Nov 2008
Location: Yukon, OK
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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. |
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#9 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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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.
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#10 |
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Join Date: Nov 2008
Location: Yukon, OK
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Sure but the post I replied to was using Astromechs as a -2
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| Tags |
| astrography, space, star wars |
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