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How does Force tracking or tracking in general work?
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garhkal
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PostPosted: Wed Dec 12, 2012 4:24 pm    Post subject: Reply with quote

crmcneill wrote:
ZzaphodD wrote:
crmcneill wrote:
How do you handle difficulty for that? After all, the leading ship has to calculate a specific route, but a following ship, with no idea where their target is headed, are just making a shot in the dark.


Generally from hard (if you follow immediately) to heroic (depending on time) sensor check. Well, actually after a certain time (depending on plot but its minutes at most) its impossible. You have to know the vector of entry and then follow the trail through hyperspace.


So, if I'm reading this right, all the hard work for the calculations is being done by the other ship, so it is just a flat difficulty for another ship to follow its path, with the sole variable being the time delay between the initial jump and the tracking vessel's jump to follow?


To me it would be the base calculation of the jump itself, plus a modifier of +5-15 based on the length of time it has been since the ship being tracked entered hyperspace.
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ZzaphodD
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PostPosted: Wed Dec 12, 2012 6:20 pm    Post subject: Reply with quote

crmcneill wrote:
Hmm. That kind of on-the-fly astrogation would seem to require something like the Nav-Computer Route Astrogation Bypass module from Galladinium's Fantastic Technology. My understanding was that a ship in hyperspace had to stick to a plotted course, and to change course would require the ship to drop out of hyperspace, recalculate, then jump to hyperspace again.


Yeah, my players always have a fast switch to overriding the nav-computer safety... Good for those small microjumps to just get out of the area...
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ZzaphodD
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PostPosted: Wed Dec 12, 2012 6:27 pm    Post subject: Reply with quote

crmcneill wrote:
ZzaphodD wrote:
crmcneill wrote:
How do you handle difficulty for that? After all, the leading ship has to calculate a specific route, but a following ship, with no idea where their target is headed, are just making a shot in the dark.


Generally from hard (if you follow immediately) to heroic (depending on time) sensor check. Well, actually after a certain time (depending on plot but its minutes at most) its impossible. You have to know the vector of entry and then follow the trail through hyperspace.


So, if I'm reading this right, all the hard work for the calculations is being done by the other ship, so it is just a flat difficulty for another ship to follow its path, with the sole variable being the time delay between the initial jump and the tracking vessel's jump to follow?


Ah, now I get it. Yes, the ship need to enter hyperspace using the same vector which needs an astrogation roll (rather easy most of the time, just getting the vector right).
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CRMcNeill
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PostPosted: Wed Dec 12, 2012 6:33 pm    Post subject: Reply with quote

Another potential modifier would be how good of a sensor read the tracking ship got on its target jump, so the success of the Sensors roll might result in a bonus to Astrogation.
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ZzaphodD
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PostPosted: Wed Dec 12, 2012 6:37 pm    Post subject: Reply with quote

crmcneill wrote:
Another potential modifier would be how good of a sensor read the tracking ship got on its target jump, so the success of the Sensors roll might result in a bonus to Astrogation.


Yes, or the opposite.. Laughing
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PostPosted: Wed Dec 12, 2012 6:46 pm    Post subject: Reply with quote

ZzaphodD wrote:
crmcneill wrote:
Another potential modifier would be how good of a sensor read the tracking ship got on its target jump, so the success of the Sensors roll might result in a bonus to Astrogation.


Yes, or the opposite.. Laughing



Oooooh, the possibilities... Twisted Evil
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garhkal
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PostPosted: Thu Dec 13, 2012 6:15 pm    Post subject: Reply with quote

ZzaphodD wrote:

Yeah, my players always have a fast switch to overriding the nav-computer safety... Good for those small microjumps to just get out of the area...


Did they suffer if they missed the astrog roll/rolled a 1 on the wild die cause of that?

Quote:
crmcneill wrote:
Another potential modifier would be how good of a sensor read the tracking ship got on its target jump, so the success of the Sensors roll might result in a bonus to Astrogation.


Yes, or the opposite.. Laughing


Say if they beat the base diff by +5 to +10, they gain 1d to their roll. +10-+15, they gain 2d? And visa versa>
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ZzaphodD
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PostPosted: Thu Dec 13, 2012 6:35 pm    Post subject: Reply with quote

garhkal wrote:
ZzaphodD wrote:

Yeah, my players always have a fast switch to overriding the nav-computer safety... Good for those small microjumps to just get out of the area...


Did they suffer if they missed the astrog roll/rolled a 1 on the wild die cause of that?


I hasnt happened yet, its not that often they do 'instant' hyperspace jumps, just when the sh*t has hit the fan so bad insta-dying is the only thing that can be a worse alternative... (They had no maneuver thrusters, no shields and had a capital scale SSD torpedo seconds away from hitting the ship...). Just for fun I gave them the dice code (17D) and asked them 'whats your plan'... Laughing
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PostPosted: Thu Dec 13, 2012 7:13 pm    Post subject: Reply with quote

garhkal wrote:
Did they suffer if they missed the astrog roll/rolled a 1 on the wild die cause of that?


I looked over the Astrogation Mishap table once, looking for just this situation, and IIRC, all but one of them required the hyperspace cut-out to be active. If that is the case, an Astrogation Mishap with a malfunctioning or deactivated hyperspace cut-out switch would result in either instant destruction of the ship or catastrophic system failure, with the ship either stuck in hyperspace or marooned somewhere in interstellat space.

Quote:
Say if they beat the base diff by +5 to +10, they gain 1d to their roll. +10-+15, they gain 2d? And visa versa>


That works for me.
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