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Fallon Kell Commodore


Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Thu Dec 15, 2011 6:18 am Post subject: |
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ZzaphodD wrote: |
Is that the extreme of GM railroading...  |
Oh, I can get much more extreme than that, even without committing arson on character sheets! _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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Phalanks Balas Lieutenant Commander


Joined: 05 Jul 2005 Posts: 177 Location: Paris - France
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Posted: Fri Dec 16, 2011 1:51 pm Post subject: Re: Limited Number of Jumps |
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tetsuoh wrote: | Can I get a description on how the starfighters limited number of jumps works.
I've been looking - are they supposed to be the number of trips o the number of legs of a trip? (the number of hyperspace activations?)
I've been trying to get this figured out, but can't find the answer in the books.
And before you ask, no I have never had to worry about this before - I've never really owned or operated the ships in our previous campaigns - I've always just been a mechanic - or the muscle. And numerous campaigns we bought our way around.
Edit: on this same note - astomechs come programmed with jumps - I imagine these are pre-programmed routes, but do they even need to roll astrogation then to link it to the ship or no? |
Whill wrote: | A-wing & B-wing
"Nav Computer: Limited to 2 jumps"
X-wing & Y-wing
"Nav Computer: Uses Astromech droid programmed with 10 jumps" |
For my part, I consider "jump" as hyperspace travel route.
With a limited 2 jumps nav computer, 2 routes are recorded ; A<->B and B<-> C for exemple. So you can travel from A to B then B to C then C to B and B to A BUT paths from A to C or C to A are not charted and a astrogation roll "without nav computer" is needed.
10 jumps Nav Computers can just have more recorded route... _________________ Phalanks
A day you will be facing the guns of the Black Pearl. You will know what means damned pirates ! |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Dec 16, 2011 2:51 pm Post subject: |
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So you let a route go both ways.. _________________ Confucious sayeth, don't wash cat while drunk! |
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S-Foil Sub-Lieutenant


Joined: 21 Feb 2011 Posts: 71
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Posted: Fri Dec 16, 2011 6:09 pm Post subject: Re: Limited Number of Jumps |
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Phalanks Balas wrote: |
For my part, I consider "jump" as hyperspace travel route.
With a limited 2 jumps nav computer, 2 routes are recorded ; A<->B and B<-> C for exemple. So you can travel from A to B then B to C then C to B and B to A BUT paths from A to C or C to A are not charted and a astrogation roll "without nav computer" is needed.
10 jumps Nav Computers can just have more recorded route... |
I've always treated jumps the exact same way. There's large and small hyperspace routes all through the galaxy. Any single jump is basically going into hyperspace, traveling mostly on those lanes, and then reverting back to real space at the destination. It's like setting a route on Google Maps or a car's GPS. It's going to look at your current position and figure out what side streets you need to use to get to the highway and then which streets from the highway to the destination. That whole path is the hyperspace jump.
Pre-calculated routes can be stored and then used as long as you're at the appropriate starting point and are going to the pre-calculated destination. These are the jumps stored by astromech droids and the limited navcomps in starfighters. The time taken to make the jump is as described by the Astrogation skill and the base difficulty is an Easy roll with the standard astrogation modifiers. A pilot could recalculate a jump at a higher difficulty and it would take a lot more time. Unless a hyperdrive completely konks out I never strand players somewhere because they can't store more than two hyperspace jumps or calculate more.
A capital ship can calculate a jump and send it out to accompanying fighters. In the case of an A-Wing it might have the jump to the target and the jump to a rendezvous point stored. Making the jump then would be an Easy Astrogation roll and take a minute to complete. If the pilot wanted to jump somewhere else it would take longer and the difficulty of the roll would increase. The paths are bi-directional just like the road I use to get to a house is the same road I can use to get back to the highway (hyperspace lane).
As an example:
Luke's jump from Hoth to Dagobah. We only see him jump away from Hoth and then eventually arrive at Dagobah. R2 could have had a pre-calculated jump from Hoth to some rendezvous point stored in his memory while Luke's X-Wing was being prepped. Luke then jumped with an Easy Astrogation roll from Hoth to the rendezvous. He than made a several hour long roll at a higher difficulty (let's say Difficult) from that point to Dagohbah. When he decided to leave for Bespin he had R2 start on the calculations from Dagobah to Besbin. When he took off it was another Easy Astrogation roll since the route was pre-calculated.
I don't see any reason an R2 unit with an Astrogation skill couldn't spend a day calculating hyperspace jumps and then just store them. When they're actually used the Astrogation check for the jump doesn't take very long and is an Easy base difficulty. |
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vanir Jedi

Joined: 11 May 2011 Posts: 793
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Posted: Mon Dec 19, 2011 4:46 am Post subject: |
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I'll repeat a simplified version of something I mentioned elsewhere.
Why not use the way modern flight computers IRL work. They store waypoints. The better the flight computer, the more waypoints.
It's exactly the same thing.
An Eagle can store a large number of waypoints. A MiG can only store two.
That's like an X-Wing compared to an A-Wing.
It runs very simply.
Limited, 2 jumps. The navcomputer stores two sets of hyperspace coordinates at one time (worded like this in RAW).
To program coordinates into the navcomputer you must do one of two things:
1) plug the navcomputer into a starport computer-core access (datalink or manual jack) for downloading specific astrogation charts. This access is one of the benefits of paying starport fees. Two sets of coordinates can be downloaded and entered automatically.
2) program coordinate entries to the navcomputer manually. Use the "astrogation without a navcomputer" difficulties for this, but it is not done when you jump. It is done simply to enter coordinates into the computer memory to jump with later. So if you fail the roll, nothing bad happens, you just get an error and the length of time taken to try again goes up successively until prohibitive. This is not the easy way to do this.
Once you have two sets of coordinates entered, you can then jump to either of those two coordinates only, from any location with a successful astrogation at normal difficulties "with navcomputer"
You can keep jumping between those two as many times as you like, but you have to reroll your normal astrogation each jump to take into account any changes in astronomical positions etc. Calculating the jump normally does this.
Using it the same way as real life flight computers, you can erase one of the coordinates at any time, which you have to do to enter another.
But to enter it you have go back to phase 1 or 2 aforementioned, download the new coordinates from a starport database, or otherwise manually enter it at "no navcomputer" difficulties, then roll the normal jump difficulties after the new coordinates are successfully entered...if you're successful entering them manually.
Do you follow?
For an astromech, you can let it delete and calculate its own coordinates sure, but same rules. For the astromech to calculate new coordinate entries, it's at "no navcomputer" difficulty to enter the coordinates, then you make another astrogation roll at normal difficulties for the actual jump. And if instead you're at a starport, the astromech can just download new coordinates for free, and make jumps as normal.
Up to you, but that's how I roll. Simple, works and reflects real world technology accurately. |
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