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vong Jedi

Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Wed Sep 05, 2007 10:53 pm Post subject: |
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Savaad wrote: | I was actually trying to come up with a price based upon that Ship building book, but everything is in CPs. Let me think.
I have decided to make my own costs with weight in tons the same as shield.
Maneuver Bonus 1D = 6000
2D = 15000
3D = 30000
I still don't understand why The Outrider wouldn't have more than 2D man. bonus if you can buy it for a ship and then mod it out. |
you edited your post while i was writing mine...
you dont buy it out, cause you want to keep tonnage for hauling cargo  _________________ The Vong have Arrived
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Hellcat Grand Moff


Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Wed Sep 05, 2007 10:58 pm Post subject: |
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Savaad wrote: | I was actually trying to come up with a price based upon that Ship building book, but everything is in CPs. Let me think. |
Ok, looking at GG6, pages 34-35, the cost to modify a ships manueverability is based on the ships original retail value and the number of pips or D being added. Using a YT-1300, the original retail price for a new YT-1300 is 100,000 credits. A +1 enhancement is 5%, so that's +5,000 credits for a YT-1300. The costs for modding, along with the difficult roll required and modifier mishap are as follows
- Mod: +1 Difficulty: Easy Cost: +5% Modifier Mishap: +1
- Mod: +2 Difficulty: Moderate Cost: +10% Modifier Mishap: +1
- Mod: +1D Difficulty: Difficult Cost: +%15 Modifier Mishap: +1
- Mod: +1D+1 Difficulty: Very Difficult Cost: +%20 Modifier Mishap: +2
- Mod: +1D+2 Difficulty: Heroic Cost: +%25 Modifier Mishap: +3
_________________ FLUFFY for President!!!!
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vong Jedi

Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Wed Sep 05, 2007 11:03 pm Post subject: |
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hmm, could increase the rules that i put out to 10k per +1. modding is allright, but addes the mishaps, and doenst take up more tonnage  _________________ The Vong have Arrived
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Hellcat Grand Moff


Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Wed Sep 05, 2007 11:15 pm Post subject: |
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Ah but the tonnage thing is the real problem with GG6. Posted a thread on that earlier this year (http://www.rancorpit.com/forums/viewtopic.php?t=1685). Basically, the tonnage for replacement parts ignores the fact that you should subtract the tonnage of the part being replaced to figure out exactly how much tonnage you actually loose.
Look at it. A Class III lncom Horizon-Hopper Light Stardrive weighs 12 tons while a Class II Coreliian Avatar-I0 weighs 15 tons. If you've got a Class III on your ship as the hyperdrive manipulator (not the backup) and want to replace it with a Class II (and don't plan on making it the Class III your new backup), according to GG6 you loose 15 tons of cargo space. But that's basically claiming you're keeping the Class III. Rather, subtract the 12 tons from the 15 to figure out how much cargo space you're actually gonna loose because your actually gaining tonnage from taking out the old system then loosing that tonnage and a little extra. _________________ FLUFFY for President!!!!
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vong Jedi

Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Wed Sep 05, 2007 11:18 pm Post subject: |
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you know, that actually came up. i had the players hyperdrive get shot, so they bought an upgrade, and they were like "We arent keeping the old one, so we should not lose as much tonnage. _________________ The Vong have Arrived
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Hellcat Grand Moff


Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Wed Sep 05, 2007 11:33 pm Post subject: |
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It just doesn't make sense to say you loose that much tonnage. And it wouldn't have made sense for WEG to have said the new system the new one weighs what the original system weighed plus X number of tons. Replacing a no longer functional Class II with a Class II that actually works shouldn't cost any tons. And you should have to subtract the tonnage of the old system when going with a larger, more powerful system rather than loose a all that valuable tonnage. _________________ FLUFFY for President!!!!
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Jedi Skyler Moff


Joined: 07 Sep 2005 Posts: 8440
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Posted: Thu Sep 06, 2007 3:04 am Post subject: |
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Good point, Hellcat.
Although it clearly is the better system, occasionally the WEG writers didn't think things all the way through... |
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Tupteq Commander


Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Thu Sep 06, 2007 7:10 am Post subject: |
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Hellcat wrote: | Basically, the tonnage for replacement parts ignores the fact that you should subtract the tonnage of the part being replaced to figure out exactly how much tonnage you actually loose. |
Not true. WEG took it into account, oyu just didn't read it carefully - GG6 p.38, last paragraph in left column. |
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Tupteq Commander


Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Thu Sep 06, 2007 7:42 am Post subject: |
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Grimace wrote: | You can also use the Star Wars ship construction rules found on D6 Universe. It's a conversion of the D20 stuff, and Krapou graciously took the time to make sure it was compatible with Star Wars and put it into PDF format. |
I tried it few times and it's not working very well. I see few weak points in this system: automation (this is the main problem, many capital scale transports have crew of 5 or 8, it's below minimum of 10 for size 5) and life support (it's price should highly depend on consumables, but it doesn't and scout ships have lower prices).
For example: Republic Cruiser (book cost 1.25mln) I got 4.2mln result (because of automation) and Lone Scout can't be "constructed" because it's consumables (1 year) require size 5 (and capital scale). |
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vong Jedi

Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Thu Sep 06, 2007 8:44 am Post subject: |
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Tupteq wrote: | Hellcat wrote: | Basically, the tonnage for replacement parts ignores the fact that you should subtract the tonnage of the part being replaced to figure out exactly how much tonnage you actually loose. |
Not true. WEG took it into account, oyu just didn't read it carefully - GG6 p.38, last paragraph in left column. |
For those of us who dont have that book, summarize what it says
I always assumed tonnage was a measurement of space, so you install a bigger hyperdrive, you need extra power generators or something.... these things take up space  _________________ The Vong have Arrived
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Grimace Captain


Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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Posted: Thu Sep 06, 2007 6:07 pm Post subject: |
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Well, the system is by no means "perfect", nor was it expected to be able to model every star wars ship out there. Its easily conceivable that someone could construct a ship that is above and beyond what is "normally" built.
The thing is, even with CPs, you should still be able to extrapolate the costs.
If 10 CPs is 37,000 credits, then that means a Maneuvering package of 2D+2 costs 37,000 credits. Half of that would be 5 CPs, or 18,500 credits...the equivalent cost for a 1D+2 Maneuvering package. You could then use half that and a little, to account for the 3 CP cost of a 1D Maneuver package, or 9,500 credits.
Then, of course, heading up above 10 CPs is easy to figure. 3D Maneuver package would run about 38,600 credits and 4D Maneuver package would cost you 45,000.
So a final cost list would be:
1D = 9,500 credits
1D+2 = 18,500 credits
2D+2 = 37,000 credits
3D = 38,600 credits
4D = 45,000 credits
Mind you, this isn't official, but since nothing exists "officially" for standard maneuvering packages, you're going to either have to make something up or do some serious tearing apart of a starships cost to figure out what a maneuver system would be. Even then, you'll find exactly what I did, and that Star Wars ships cannot easily be broken down into components for purchase that make sense all around. |
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vong Jedi

Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Thu Sep 06, 2007 6:19 pm Post subject: |
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cool, thanks  _________________ The Vong have Arrived
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Tupteq Commander


Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Fri Sep 07, 2007 9:59 am Post subject: |
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Grimace wrote: | If 10 CPs is 37,000 credits, then that means a Maneuvering package of 2D+2 costs 37,000 credits. Half of that would be 5 CPs, or 18,500 credits...the equivalent cost for a 1D+2 Maneuvering package. You could then use half that and a little, to account for the 3 CP cost of a 1D Maneuver package, or 9,500 credits.
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This calculation has no sense. It's not linear and depends on total number of CPs. 100 CPs cost 500k (5k per 1CP), 200 CPs cost 4.4mln (22k per 1CP).
I think 4D should cost about 200k (or more, and should be X). |
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K21DUBIE Lieutenant Commander

Joined: 15 Jun 2007 Posts: 237
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Posted: Fri Sep 07, 2007 10:21 am Post subject: |
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Just remember the rules are just a guidline for use to use they are not set in stone. More so in the Star Wars System. |
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Savaad Lieutenant


Joined: 30 Apr 2006 Posts: 96 Location: Elrood Sector (STL, MO)
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Posted: Sat Sep 15, 2007 9:43 pm Post subject: |
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Savaad wrote: | I was actually trying to come up with a price based upon that Ship building book, but everything is in CPs. Let me think.
I have decided to make my own costs with weight in tons the same as shield.
Maneuver Bonus 1D = 6000
2D = 15000
3D = 30000
I still don't understand why The Outrider wouldn't have more than 2D man. bonus if you can buy it for a ship and then mod it out. |
So does anyone think these prices are acceptable for buying your ship maneuverability. This is not modifying it, but buying it. Some ships dont start with maneuvering at all. _________________ "I've got a bad feeling about this!"
"Go to red alert!" "Are you sure sir, it does mean getting up and changing the bulb." |
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