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Standards for Technology Level "Space"
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jamz
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PostPosted: Sun Oct 31, 2021 4:41 pm    Post subject: Standards for Technology Level "Space" Reply with quote

I simplified or am in the process of simplifying (I hope) the starship rules for getting maintenance-hours and inspections at spaceports to prevent more or less dangerous complications.

It occurred to me there are many uncommon ship designs, but there are no special rules for whether these ships can be supported in a spaceport. WEG only has a "space" tech level. But what if a organic plant based ship lands in Mos Eisley spaceport. Can it refuel? How much time and credits does it take to accomodate for the ships unusual design?

To answer this question I rank how unusual a ship design is: 0 is the most common – the galactic standard for spaceship tech –, 5 is exceptionally uncommon. I call it Compatibility Class (CC).
If a spaceport has a rating of the same value or higher, it can support a ship. Maintenance and repair works for ships of higher ranks take more time and cost more.

So far I came up with this chart.

CC0: This is the galactic standard. It is defined by spaceship megacorps and the most common spacefaring species: Kuat Drive Yards, Sienar Fleet Systems, Incom, Corellian Engineering Corp., Duros.

CC1: Ships of this compatibility mostly follow the 0-CC-standard. They are manufactured by other spaceship construction corporations, major spaceship engineering species, spacefaring species, which developed hyperdrives and later adopted the galactic standard, but retained minor distinctive features, and species which reverse engineered CC0-spaceships. CC 1 encompasses older or brand new ship designs, which cannot be supported yet or anymore in CC-0-starports. Examples: Verpine, Sluissi, Yagai, Advozsec, Bothans, Chiss, Epicanthix, Falleen, Froz, Gacerites, Herglics, Shashay, Pau'ans.

CC 2 encompasses designs of spacefaring species which are heavily adopted to them or feature special innovations. Adarian, Gand, Issori, Ithorians, Lyra, Mon Calamari, Naboo.

CC3 means basically even more unusual designs, mostly because the spacefaring species were isolated much more. Givins, Gotals, Hapans, Marasans, Tarcs.

CC4 means very unusual or advanced ship designs. Columi, Ergesh, Iskalloni, Yaka.

CC5-ships are very unusual and even more advanced. They use organic tech, Archaeo-Tech, Crystal-Tec (Power Gems, Stygium-Cloaking), Life-Force- and Force-Tech, Nanodroid- or Psi-Tech or Tech from and adopted to remote locations and anomalies like in the unknown regions, wild space and other dimensions: Aing-Tii, Charon, Faruun, Gree, advanced and lost Herglic colony, Iokath, Kaminoans, Kathols, Killiks, Kwa, Nagai, Rakata, Silentium, Sharu, Ssi-ruuk, Tof, Whaleships.

What I need now, and what I find very difficult to acquire, are examples for deviations from the galactic standard for spaceships. If you have any ideas for other classifications and especially technology and species, if you disagree with the level I assigned to species, tell me.
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Whill
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PostPosted: Sun Oct 31, 2021 5:31 pm    Post subject: Reply with quote

Interesting.
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garhkal
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PostPosted: Mon Nov 01, 2021 1:42 am    Post subject: Reply with quote

I like this idea.. As someone who had a player asking about those living ships that were from the Rogue planet novel, i wondered (at the time), since its living, how would it get serviced at regular starports....
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jamz
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PostPosted: Wed Nov 03, 2021 9:34 am    Post subject: Reply with quote

I also have some rules for Spaceship maintenance and when to visit a spaceport. It was inspired by some ideas from an Edge of the Empires fan supplement pdf called Operational Costs which is based on GG6 and expands its rules. First I wanted to get rid too many things to care about and in the same move of too many detailed assumptions and distinctions like fuel or hyperdrive maintenance.


CC – Compatibility Class. I have a quick and dirty system of generating random ships, basically one roll per area (speed, weapons, hull, etc) to see if they are above average or exceptional good. (Rolling once all stats generates a ship of 50000 Credits costs, each new attempt increases price by 25000 Credits.) CC is generated by rolling 2 dice, counting the lower and reducing it by 1 (so that we can have a value of 0 which would be the most frequent value).

Modifications to the list above:

CC2 "not anymore standard": now also encompasses heavily modified (extensively modified or reaching a high performance through its modifications in one area) ships and unique constructions.
CC3 "absolute non-standard": now also encompasses extremely modified ships with high performances in more than one area.
CC4 now means galactic Xeno-Tech-Ships (and with Xeno-Tech I mean everything listed under CC5 of the first post) and/or ships reaching galactic peak performance. This includes most extremely modified ships like the Millenium Falcon.
CC5 now means extragalactic/dimensional Xeno-Tech ships or ships using multiple types of Xeno-Tech from different sources/species.

With the following system we have a abstract way of determining how often and how long the ship needs maintenance work. Also there is another counter which increases with half speed and it determines when the ship needs to be resupplied at a spaceport of its compatibilit class or higher.

SS – Secondary Systems. Each ship has those hardwired into its design. They indicate how reliable the ships design is and how often it has to visit a spaceport. Whenever a ship has more deactivated Secondary Components or more Maintenance Man Hours than Secondary Systems, it rolls for complications and gets increasing modifiers to the roll. TIEs have few SS, scout ships much more than average. I roll for ships, they have 5 to 15 SS with 3 and 4 on a die counting as 10 SS.

MMH - Maintenance Man Hour. Every dangerous activity beyond protocol (going into hyperspace in gravity field of a planet or from a hangar) generates a MMH and some typical activities, too: whenever a ship a) makes starts, makes a hyperjump and lands. If it makes no jump it accumulates half of a Maintenance Man Hour. b) For each space fight, c) whenever the pilot fails a roll when not landing on a spaceport platform or landing while using 50 percent or more of cargo capacity. Starfighters accumulate triple of those. They can be worked off by the crew and in flight. Whenever a ship gets more MMH than its SS, you roll if a complication arises, with the difference as a modifier to the roll.

SC – Secondary Components. These are wearing parts and deactivate with usage: With the generation of every second Maintenance Man Hour one Secondary Component deactivates. Each ship has 10 SC + one for each SS. They can be activated again in a spaceport of same CC or higher. Whenever a ship loses more SC than the ship has SS, you roll if a complication arises. There is a modifier to the roll for every deactivated Secondary Component beyond half of the total of Secondary Components of the ship.
SC can be removed and sold and new ones can be installed. If all Secondary Components are deactivated, the ship stops working and floats in space and can just send a distress signal. Such a ship may be activated if new SC are installed into them.

If a ship just uses components of a higher CC or is modified heavily or more then it has 2 CCs: one for the components/modification, and one for its base type. Every second deactivated SC is marked. It belongs to the component/modifications and can only be repaired at a spaceport of the same CC or higher.

In a spaceport there are different rates depending on the efficacy of the service – lending a rusty single pit droid is cheap and gets the job done, but takes a while.
1 SC per day for 10 Credits,
1 SC per hour for 20 Credits or
1 SC per 15 minutes for 100 Credits. An exchange of deactivated components with activated ones is also possible:
1 SC per 3 minutes for 500 Credits/triple for starfighters.
Each component weights 100 kg, you can exchange them with advanced and illegal military ones, each weighting 30 kg and for 15000 Credits each.


Last edited by jamz on Mon Jan 09, 2023 6:14 pm; edited 3 times in total
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jamz
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PostPosted: Thu Nov 04, 2021 10:37 pm    Post subject: Reply with quote

As a table for the complications that may arise I use one like in the operational costs fan supplement: https://www.dropbox.com/s/dmxlp2hkofwfnkv/EotE%20-%20Homebrew%20-%20Operational%20Costs%20v1.pdf?dl=0 on pages 8. I adopted it to d6 rules but these are details, the most important thing is, that there is a danger, a cost for neglecting maintenance. I used a d66 to simulate a throw of a d100: the tens and ones digit generate two values which must be added to get a d100.
1=0 and 1=0
2=17 2=3
3=34 3=6
4=51 4=9
5=68 5=12
6=85 6=15
The good thing is this way you can just add the modifiers to the result.

Now a last one interesting thing occured to me: the spaceports. Now that it could be possible to encounter extremely exotic ships, I was thinking what could exotic spaceports be? So here we have a list of spaceports types:

CC 0: These can only accomodate CC0-ships, ships of exactly galactic tech standard right out of the factory, not too old and not too new, and not too modified. This spaceports would be little ones, which are not suited for repairing in the first line, more like cantinas in space where a pilot can get his soup or muesli and then hopefully continue flying. Also we have here small military HQs in space, which are only suited for military ships. And then I can see space ports of the starship construction megacorps itself, being located at their factories and perhaps even both mostly automated.
CC1: These would be small civil spaceports in the outer rim, because many things flying here are either old or modified or both. Also average and not too interesting spaceports with above the most basic repair abilities and local and not too exotic trade. It includes space ports of isolationists societies and military hangars on their capital ships.
CC2: Now it gets interesting for the average spacers and traders worth their name. These would be standard-spaceports that attract many exotic aliens with ships modified or constructed by their species. Mos Eisley maybe. These are spaceports near trade routes in or into regions inhabited by above average numbers of exotic aliens.
CC3: These would be bigger space ports that could accomodate hyperdrive-ships of alien origin. Space ports on specialised trade routes to those aliens or on important trade centers and trade routes or on politically important planets. It could also be a spaceport in a isolated region which is maintained by many species of this region. These also encompass space ports of shipbuilder-species.
CC4: There are extremely rare space ports which are controlled by a group of CC4-species or even an higher A.I. These are also space ports connected to Xeno-Tech-Research-Facilities from the empire, rebels, shipbuilder-species or any other origin.
CC5: These are most often unique space ports in (or near) the galaxy, some considered galactic wonders. They are maintained by a mixed group of extragalactic/dimensional engineers and A.I. (possible are Aing-Tii, Charon, Faruun, Gree, Kaminoans, Lucent, Nagai, Silentium, Sharu and Ssi-Ruuk) with or without the help of galactic experts and specialists (Columi, Qella, Siniteen, Yaka). In this category also fall spaceports which can only be described as Xeno-Tech itself, automated and still working, relics of unknown origin. These sometimes need special energy or crystals to start work, but there are always traders around, offering those for sale. There are always spectacular possibilities for trade here and unforeseen dangers, too. With so much going on here, empire and alliance intelligence is active here too, but would not act openly. They are mostly at sites, which are of values for extragalactics/dimensionals like Rotgut station, where travelers from far away can sell, make good profit and just buy fast hyperroutes back home, or at space anomalies like hyperspace wormholes which facilitate and speed up travels between two regions or even more exotic anomalies (or even religious and/or historic sites) which are of interest for parties from far away that gather here regularly.
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