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#1 |
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Banned
Join Date: Jun 2009
Location: Atlanta, GA [USA]
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On a cursory going over of the rules for laying out starships it says there are 18 slots, 3 per section and 2 core for a total of 20 system slots per ship. What happens if you don't have enough systems to have 1 in each or have more than 20? Does this ever happen? For less than 20 do you just add cargo systems to fill up the remaining?
I haven't tried to use the system to design a ship but the rules are confusing me a tad on a theory level. How does this work in practice? |
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#2 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Several formulae only work correctly if you assume exactly 20 systems.
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#3 |
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Join Date: Oct 2004
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Each system is 5% of the ship´s total mass. Having more or less systems simply means having a ship with more or less than 100% of it´s total mass. In other words, no. If you use fewer hardware you have less mass, but still 100% of it. If you use more hardware, you have more mass, but still 100% of it. It may help to think less of 20 systems and more of 20 units of 1/20 of total mass each.
If you only want to use less than 20 systems on - for example - a SM+10 ship you must either add cargoholds to get to 100%, or you can check whether a SM+9 ship might do the job. Roughly speaking, 6 SM+10 systems equal one SM+9 ship, as a each size level equals roughly a tripling of mass. |
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#4 |
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Join Date: Jun 2006
Location: On the road again...
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For more than 20 you can always assume that some pieces are designed for craft one SM smaller, essentially giving you 2 additional slots. This is not recommended for drives or fuel tanks, however, as those have formulae designed for 20 slots.
I've used the sub-slots for Habitat, Passenger Seating, and Cargo Holds, but it's not a stretch to apply it to Armor, Refineries, Mining, Reconfigurable, Open Spaces, and even Control Rooms (if you don't mind lower sensor and computer ratings).
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#5 |
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Banned
Join Date: Jun 2009
Location: Atlanta, GA [USA]
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Okay. I read the part about each system being 5% of the mass(i.e. 1/20 of total) and the 1-3-10 ratio of increasing SM levels but wasn't sure about if those numbers were set to always work out to be 100% of the rated mass with 20 systems.
A similar question is it says the Hi Power systems require 1 point per system, so for systems which have a range like [4-6!] this requires 3 power points correct? |
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#6 | |
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Join Date: Dec 2007
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Quote:
You can get the same system more than once (in fact you just about have to). |
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#7 |
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Join Date: Jul 2008
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Yes, a system written as [4-6!] requires 3 power points. In a RAW design, that's because it's a group of 3 high-power systems.
If you really wanted to build inter-SM ships by using more or less than 20 systems, you could do it...the rockets are the easy part to fix. Just multiply acceleration by 20/N, and set delta-V to the 'one tank' delta-V times: log(N/(N-F))/log(20/19) Where N is the total number of systems and F is the number of fuel tanks. The armor requires assumptions...I think you want to multiply the DR per system by (20/N)^(2/3). ...Then your HP are wrong (you could recalculate them), and your random damage allocation system doesn't work right anymore. So it's probably better not to.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#8 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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People were intimidated by 3e's Vehicles book. Now we've got the simplified Spaceships for 4e, and people want their beast back. Nothing in life can bring eternal happiness . . . :)
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#9 |
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Join Date: Oct 2004
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That's exactly it. I was thrilled with the potential for design systems in UT 4e; when they were stripped out, I wept.
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#10 | |
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Join Date: Aug 2007
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Quote:
When you buy a system you're deciding what goes in that location but even if you don't put anything there the location still exists.
__________________
Fred Brackin |
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