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Phalanks Balas Lieutenant Commander


Joined: 05 Jul 2005 Posts: 177 Location: Paris - France
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Posted: Fri Jul 26, 2013 6:37 pm Post subject: |
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garhkal wrote: | Then perhaps a new system for limiting the modifications of freighters, besides how much 'tonnage' is available, needs to be implemented.. |
main power generator capability is the key.
Civilian power generator was less efficient but use common fuel.
Military power generator was more effective and use "military grade" fuel.
Civilian (ie PC) can only found military grade fuel can only be found on black market... _________________ Phalanks
A day you will be facing the guns of the Black Pearl. You will know what means damned pirates ! |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Fri Jul 26, 2013 8:43 pm Post subject: |
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Tupteq wrote: | Naaman wrote: | I think the specifics of the thread have simply moved into a slight tangeant. The govt can use whatever they want, but a transport is still more clunky, slower, and less optimized for combat (even if modified to carry weaponry) than a purpose-built fighter. |
The problem is that it's not true (maybe except of size). It's quite easy to modify a freighter to a wunderwaffe by using replace systems from GG6.
Two examples:
Z-10 without cargo pods, replacing weapons by Tomral Heavy Laser Cannon, f-9 Heavy Ion Cannon (turret) and Hi-fex Proton Torpedo Launcher. We sacrifice all cargo and reduce number of passengers (gunners) to 1 (to regain one more ton of space for weapons). And we have:
Hull: 3D (more than A-Wing)
Shields: none (weak point)
Space: 9 (more than X-Wing)
Maneuverability: 4D+1 (more than A-Wing!!!)
Firepower of Y-Wing (except of one proton torpedo launcher).
Total cost: 86k+3k+3k+2.5k=94.5k (new) and 77.5k (used).
So, we have an interceptor (slower, but more maneuverable than A-Wing) with firepower of assault fighter, but 100k cheaper than A-Wing.
Kazellis Light Freighter, Corellian Evader-GT Ion Drive, Incom W-34t Turbolaser, 2x Hi-fex Proton Torpedo Launcher, x1 hyperdrive (selling old one) and we have:
Hull: 4D (like X-Wing)
Shields: 2D (twice better than X-Wing)
Space: 8 (like X-Wing)
Maneuverability: 2D (like TIE-Fighter)
Firepower: turbolaser 7D damage (better than X-Wing), proton torpedoes (like X-wing) and laser turret 4D damage.
Cost: 23k+50k+9k+2x2.5k+(15k-10k)=92k.
Much better than X-Wing for less than 2/3 of X-Wing's price. Space superiority f(r)eighter with 90t of cargo space, 8 passengers and two months consumables!!!
That's why I think there should be some reason why freighters aren't common in battlefields. Larger size isn't good enough explanation, because freighters may function for months without need of docking.
And my explanation to this is that freighters are just easier to hit. |
Actually, my comment was meant to support your original post. Because freighters/transports SHOULD be slower and clunkier than fighters. A tractor/trailer compared to a Ferrari, for example. That's why we need a house rule to address this issue.
Another simple way to address this would be (similar to your original idea), would be to add pips as a partial scale modifier based on size or cargo capacity. For example, an A-wing might get a +2 scale bonus, while a YT 1300 might get a -2 scale penalty, for being on the other side of the spectrum.
Still, I think the best way to do this would be to rewrite every starship that is likely to be in your campaign. |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Fri Jul 26, 2013 8:54 pm Post subject: |
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Phalanks Balas wrote: | garhkal wrote: | Then perhaps a new system for limiting the modifications of freighters, besides how much 'tonnage' is available, needs to be implemented.. |
main power generator capability is the key.
Civilian power generator was less efficient but use common fuel.
Military power generator was more effective and use "military grade" fuel.
Civilian (ie PC) can only found military grade fuel can only be found on black market... |
But how do YOU implement factors like "efficiency" and fuel economy in your games? I've never encountered a situation where efficiency mattered, and fuel economy has never come up as an isolated issue... the gm usually just arbitrates whether the PCs have enough fuel to go where they want to go. I've never played a game where fuel consumption was actually tracked.
I suppose you could rule that better fuel/engines would provide an advantage in a chase or race, granting a bonus on rolls to close distance or pull away, though, without having to increase the speed/space rating.
And by better engines, I just mean engines that are engineered to use the "military grade" (whatever that means) fuel. Generally speaking, though, military vehicles prioritize functionality and versatility over performance (when compared to civilian counterparts, when available). Also, military grade vehicles are cheaper to produce than civilian equivilants (think of the Hummer or Jeep), since creature comforts and commuting are not factors in their projected use. If spacecraft are the starwars equivilant of a daily commuter or even comercial vehicle, the military stuff would break down every day and SOME system would be almost always failing (usually non-essentials such as A/C or systems that replace a crew member and requuire specialized training to repair... so a crew member still needs to show up).
I would also say that these issues are more common in the imperial military than they are in the rebel alliance, since the rebels focus more on quality (X-Wing) and rugged reliabilty (B- and Y-wings) whereas the empire focuses more on quantity. Though the A-wing does have its issues from being pushed to and beyond its design limits by hotshot pilots... |
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Leon The Lion Commander


Joined: 29 Oct 2009 Posts: 309 Location: Somewhere in Poland
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Posted: Sat Jul 27, 2013 4:11 am Post subject: |
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Naaman wrote: | But how do YOU implement factors like "efficiency" and fuel economy in your games? I've never encountered a situation where efficiency mattered, and fuel economy has never come up as an isolated issue... the gm usually just arbitrates whether the PCs have enough fuel to go where they want to go. I've never played a game where fuel consumption was actually tracked. |
In my game, we meticuluosly track not only fuel consumption and costs, but also maintenence periods and costs of PC-owned ships, vehicles, droids and other gear, as well as docking and other legal fees. Add to that carefuly consistant travel distances and times, based on a fixed map of (our version of) the galaxy - none of that silly "travel moves at the speed of plot" for us. Plotting a most time and fuel efficient route to somewhere has come up at least a few times - usually to get there before the currently persued bounty-head.
I realize it's not for everyone, but my players like it a lot (it was the ship-owner PC who started it, actually), and it helps pacify my own detail-obsessed and neurotic nature.
As to the matter at hand. For my game, I'd re-write the offending freighter stats (lower hull, speed, maneuver), and place freighters at a "worse" scale, to strictly enforce the reality of them being worse craft, combat-wise, than fighters (except some very expensive, purpose-built gunship versions). I've also been toying with just arbitrarily increasing the speed of all fighters by +2 or so, to better reflect how I think things should work - as it is, some fighters are barely faster than an ISD, and the best of them rarely clock in at twice that, which just doesn't fit my idea of versimilitude (nee "realism") at all. _________________ Plagiarize! Let no one else's work evade your eyes,
Remember why the good Lord made your eyes! So don't shade your eyes,
But plagiarize, plagiarize, plagiarize... Only be sure to call it, please, "research".
- Tom Lehrer |
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Tupteq Commander


Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Sat Jul 27, 2013 5:56 am Post subject: |
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Leon The Lion wrote: | In my game, we meticuluosly track not only fuel consumption and costs, but also maintenence periods and costs of PC-owned ships, vehicles, droids and other gear, as well as docking and other legal fees. Add to that carefuly consistant travel distances and times, based on a fixed map of (our version of) the galaxy - none of that silly "travel moves at the speed of plot" for us. Plotting a most time and fuel efficient route to somewhere has come up at least a few times - usually to get there before the currently persued bounty-head.
I realize it's not for everyone, but my players like it a lot (it was the ship-owner PC who started it, actually), and it helps pacify my own detail-obsessed and neurotic nature. |
Heh. I do the same - I have a starship sheet that has appropriate places for consumables, hyperjumps made and for damage (even for shields blown). Maybe it's the case of the same planet (I mean country) we both live in.
Leon The Lion wrote: | As to the matter at hand. For my game, I'd re-write the offending freighter stats (lower hull, speed, maneuver), and place freighters at a "worse" scale, to strictly enforce the reality of them being worse craft, combat-wise, than fighters (except some very expensive, purpose-built gunship versions). I've also been toying with just arbitrarily increasing the speed of all fighters by +2 or so, to better reflect how I think things should work - as it is, some fighters are barely faster than an ISD, and the best of them rarely clock in at twice that, which just doesn't fit my idea of versimilitude (nee "realism") at all. |
One day I started to think about using space-transport 8D scale, but it wasn't as simple as it looked at first. I was also thinking about rising Maneuverability of all starfighters (by at least +1D) to reflect their agility in combat. But none of this worked well out-of-the-box, there are many ships that were screwed up after such arbitrary change. |
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Leon The Lion Commander


Joined: 29 Oct 2009 Posts: 309 Location: Somewhere in Poland
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Posted: Sat Jul 27, 2013 6:34 am Post subject: |
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Tupteq wrote: | Heh. I do the same - I have a starship sheet that has appropriate places for consumables, hyperjumps made and for damage (even for shields blown). Maybe it's the case of the same planet (I mean country) we both live in. |
Po prostu lubimy sobie utrudniać.
But it's good to know I'm not the only one doing things like this.
Tupteq wrote: | One day I started to think about using space-transport 8D scale, but it wasn't as simple as it looked at first. I was also thinking about rising Maneuverability of all starfighters (by at least +1D) to reflect their agility in combat. But none of this worked well out-of-the-box, there are many ships that were screwed up after such arbitrary change. |
It's a fiddly issue. I lean towards the opposite approach, leaving freighters at "starfighter" scale (6D - I feel 8D is too much for light freighters, I use a 9D "escort" scale for things like medium freighters and corvettes), and making actual starfighters "walker" scale (4D), just with "starfighter" damage-level weapons. But it's not a simple fix, a lot of stats would need to be re-written to make it work properly. I don't mind the effort involved, it just hasn't become enough of an annoyance - yet - to drive me to actually seriously work on it. _________________ Plagiarize! Let no one else's work evade your eyes,
Remember why the good Lord made your eyes! So don't shade your eyes,
But plagiarize, plagiarize, plagiarize... Only be sure to call it, please, "research".
- Tom Lehrer |
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Dromdarr_Alark Commander


Joined: 07 Apr 2013 Posts: 426 Location: Boston, MA
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Posted: Sat Jul 27, 2013 12:13 pm Post subject: |
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Tupteq wrote: |
Two examples:
Z-10 without cargo pods, replacing weapons by Tomral Heavy Laser Cannon, f-9 Heavy Ion Cannon (turret) and Hi-fex Proton Torpedo Launcher. We sacrifice all cargo and reduce number of passengers (gunners) to 1 (to regain one more ton of space for weapons). And we have:
Hull: 3D (more than A-Wing)
Shields: none (weak point)
Space: 9 (more than X-Wing)
Maneuverability: 4D+1 (more than A-Wing!!!)
Firepower of Y-Wing (except of one proton torpedo launcher).
Total cost: 86k+3k+3k+2.5k=94.5k (new) and 77.5k (used).
So, we have an interceptor (slower, but more maneuverable than A-Wing) with firepower of assault fighter, but 100k cheaper than A-Wing.
Kazellis Light Freighter, Corellian Evader-GT Ion Drive, Incom W-34t Turbolaser, 2x Hi-fex Proton Torpedo Launcher, x1 hyperdrive (selling old one) and we have:
Hull: 4D (like X-Wing)
Shields: 2D (twice better than X-Wing)
Space: 8 (like X-Wing)
Maneuverability: 2D (like TIE-Fighter)
Firepower: turbolaser 7D damage (better than X-Wing), proton torpedoes (like X-wing) and laser turret 4D damage.
Cost: 23k+50k+9k+2x2.5k+(15k-10k)=92k.
Much better than X-Wing for less than 2/3 of X-Wing's price. Space superiority f(r)eighter with 90t of cargo space, 8 passengers and two months consumables!!! |
While reading, I was thinking about the crew required to pilot such craft. While the freighter may be more powerful than fighters, the cost to pay, feed, and lodge the larger crew is greater in the long run. TIE fighters are cheap to make, and four of them have plenty of firepower. It would be less cost effective to use the four crew members in one ship that, if destroyed, means losing four people at once. Moreover, if they are in the business of modifying freighters, then that takes extra time and diminishes the uniform image of the Empire. As I keep saying, the Empire cares more about intimidation-factor and image than combat effectiveness. That's why the TIE fighter is a symbol of Imperial power; it is everywhere. (That's also why the horribly combat flawed AT-AT's exist.)
I also don't think the freighters could support such high energy output without having terrible mishaps.
There are also Skipray Blastboats.
Addendum: I seemed to have missed the page rollover, and am saying this late in the conversation. No intentions to backtrack.
I do like the idea of adjusting freighters and fighters to make them more appropriate, but that will take a lot of work and I'm too lazy... _________________ "I still wouldn't have a roll for it - but that's just how I roll." |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jul 28, 2013 1:52 am Post subject: |
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Phalanks Balas wrote: | garhkal wrote: | Then perhaps a new system for limiting the modifications of freighters, besides how much 'tonnage' is available, needs to be implemented.. |
main power generator capability is the key.
Civilian power generator was less efficient but use common fuel.
Military power generator was more effective and use "military grade" fuel.
Civilian (ie PC) can only found military grade fuel can only be found on black market... |
So we need to make rules for what sort of power generators each ship has, and whether freighters (civilian) can even mount mil grade ones meant for fighters. _________________ Confucious sayeth, don't wash cat while drunk! |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Sun Jul 28, 2013 4:14 am Post subject: |
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There's a saying in automotive enthusiast land:
"With the right tool and enough money, you can do anything."
It would seem to me that the same should hold true in Star Wars (ESPECIALLY in Star Wars). Given the correct set of skills (for example, (A) Engineering, or (A) Starship Development and Design or some such), OR the financial wherewithal to recruit the services of someone with the resources and skills to create what the PCs want, they should be able to have it (GM obviously controls how much, how fast they get, and at what price).
But, just as a quick, simple example of how I would handle it:
Given a scale modifier of 6D,
The base maneuverability would be 0D for average (YT1300) sized transport. Bigger would get a penalty of, say, -1 pip per 10 metric tons (or 100 or whatever is reasonable... I'd have to compare some models) of cargo capacity.
Smaller transports would get a bonus for reduced size and therefore increased agility (relative to the larger ships).
Fighters, of course, would be near the smallest end of the spectrum, generally having negligible cargo room, with performance enhancing features.
Of course, we could take it further and actually TRADE some systems for other systems. For example, yank out the hyperdrive in order to install a fancy maneuverability system or a bigger gun; Remove some of the built-in storage units and reinforce the hull, etc... But that may be getting too far off the point. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jul 28, 2013 6:34 pm Post subject: |
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prob there Namman, is no existing ship that i can remember seeing has a negative maneuvering dice rating. _________________ Confucious sayeth, don't wash cat while drunk! |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Sun Jul 28, 2013 7:54 pm Post subject: |
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That's okay. It's a house rule.
Still, your point brings my attention to another problem (see below).
To me, maneuverability is simply an expression of how agile and responsive a ship is to pilot input. And, the purpose of that stat is to show that responsiveness RELATIVE to other ships.
According to the RAW, if we extrapolate a cargo ship to be the equivalent to a tractor/trailer, and a starfighter to be the equivalent of a Ferrari, (since these would essentially be in the same "scale"), you COULD give the tractor/trailer a maneuverability of 0D or 2D or whatever. But then you'd be forced to give the Ferrari a maneuverability of 10D or 12D (or something outlandish, in any case) just to make the comparison "realistic" (if we can use such a word to describe Star Wars... though we spend an awful lot of time in the House rule section trying to do just that )
Now, it stands to reason that if a ship has a negative maneuverability modifier, then certain characters (those with no CPs invested into a pilot skill, and a low base MECH) would be literally at a loss to make the ship do anything at all (because the die code could potentially result in a negative amount of net skill).
Which would be a problem for me, since no matter how poor of a pilot someone is, if they push the control to the right, the ship will go right. For that reason, it might be appropriate (if one decides to actually use negative maneuverability), to only express penalties as a static number, so that even a poor pilot can at least attempt to fly the ship (although the result will almost certainly be failure, the provision is in place to allow for some small chance of success, such as by spending CPs or an exploding wild die, etc).
Bonuses should, in my opinion, still be expressed in pips/dice, though, because having a +10 to maneuverability is a little too "consistent" compared to having +3D.
Anyway, since we're dealing with somewhat significant differences of size and mass within the same scale, I see three possible solutions:
A) Use penalties for big ships, bonuses for small ships (case by case, of course).
B) Create an intermediate scale (8D, for example, but I don't like this option because it provides an artificial bonus to hull strength against starfighter weapons... or any weapons, for that matter).
C) Make clunky ships have 0D (or more) maneuverability, and push the starfighter ships' maneuverability up by an incremental amount (into the 5D-7D range). This, however, makes starfighters a pain to play with, due to all the dice you have to roll and count; and they would be nearly impossible to hit unless you compensated by boosting the fire control of other fighters' weapons. Not to mention, you'd have to rewrite the fire control for the capital scale weapons as well, since these sometimes target starfighter scale craft.
Those are the only three options I see, with "A" being the most balanced and causing the fewest problems (plus, with a total overhaul of the starfighter scale class, you have more control over the balance and consistency in your campaign).
Does that make sense?
What am I not seeing? |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Sun Jul 28, 2013 8:14 pm Post subject: |
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And while we're at it, it would also seem appropriate that piloting should require the maneuverability dice to be a different color than the skill dice because ships have a base difficulty to pilot, and only the skill of the pilot should count when comparing to THAT number. If the base skill is high enough to pilot the ship, then the other dice get added to the total (or subtracted, if you decide to use negatives for the big'uns). If the base roll fails, then the pilot messes up somehow and crashes or whatever is appropriate to the scenario at hand... that me be a topic for another thread, though. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jul 28, 2013 9:32 pm Post subject: |
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Where are you getting a "Base difficulty to pilot" from? _________________ Confucious sayeth, don't wash cat while drunk! |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Sun Jul 28, 2013 9:39 pm Post subject: |
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Doesn't every piece of equipment in D6 have a base difficulty? |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jul 29, 2013 1:32 am Post subject: |
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Melee weapons do. Ranged weapons such as blasters etc their "Base difficulty" is the range bracket they are being shot at. Nothing else has a base difficulty to use.
though you MIGHT say the ship's base difficulty is the terrain they are in and what maneuver they are attempting. _________________ Confucious sayeth, don't wash cat while drunk! |
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