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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Dec 12, 2012 4:24 pm Post subject: |
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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. _________________ Confucious sayeth, don't wash cat while drunk! |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Wed Dec 12, 2012 6:20 pm Post subject: |
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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... _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Wed Dec 12, 2012 6:27 pm Post subject: |
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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). _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Dec 12, 2012 6:33 pm Post subject: |
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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. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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ZzaphodD Rear Admiral


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Posted: Wed Dec 12, 2012 6:37 pm Post subject: |
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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..  _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Dec 12, 2012 6:46 pm Post subject: |
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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..  |
Oooooh, the possibilities...  _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Dec 13, 2012 6:15 pm Post subject: |
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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> _________________ Confucious sayeth, don't wash cat while drunk! |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Thu Dec 13, 2012 6:35 pm Post subject: |
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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...
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Did they suffer if they missed the astrog roll/rolled a 1 on the wild die cause of that?
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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'...  _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Dec 13, 2012 7:13 pm Post subject: |
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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. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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