For simple stupid calculations I would count total air tonnage as this...
"If a player can stand in a space, that counts as air-tonnage"
Basically take the ship tonnage - fuel tonnage = air tonnage. (and sure you can subtract the 1 or 2 tons of avionics etc...
I know engines take up 80% or more of engineering sections, but just to keep it simple yet simi-realistic.
And if you know were the hull was breached, say a 40 cargo bay, you can seal the rest of the ship off an only loose 40 tons of air at most.
I'm already working on an expanded 2d6 hit location chart to give a better spread... like Hull/cargo, Hull/crew, Hull/passenger, Hull/engineering, Primary weapon (bay), turret, main airlock, etc... things like that. It might give a better chance of allowing the players to seal off particular sections of the ship until the hull breach is repaired. It could be the hull surrounding crew compartments, or passenger sections, or cargo area, etc...
I think that your example might be more complicated than I personally want to be, but it is still very logical. Remember, I want to make my game simi-realistic yet fast and fun.
Here is how I will experiment...
If you spend the money on self sealing hulls, then it automatically works on the very first hull hit. After that, I like the idea you have a "skill roll" on the self sealing "goo" or what ever it is. You could use a quick roll and have penalties for each hull strike after the first... say -2 per hull hit?
Don' know.. I'm just making this up as I go along
Hey, where can I post ship designs and deck plans? I only signed up last night and haven't had a chance to check everything out.
I also would like to give a brief description of each game night and allow for comments and advice.
My game will run like a cross between Firefly and Babylon 5.
My players have already decided to go into the exploration mode after the first introduction game. Currently and (technically) my players are still in their character generation phase. I am running them through an introductory adventure which counts as the last mission of the final term. When the adventure is over, then they muster out and begin "the real game". This will allow all of them to get used to the rules and they get to all know each other to boot. The game got interrupted the other night because of storms and tornado's in the Dallas area. They got in one quick space fight, just to let them test the rules.
My players are all members of the Crew aboard "The Leviathan".
The get to swoop down and rescue a corporate type that the Leviathan is under contract with.
The will get to fly small craft, have one fight using vehicles, use stealth and other technical skills, then get in a gun fight and get off world and back to the ship.
I want it to be fast paced and quick so they can muster out, decide on a ship of their own, and then introduce them to 3 or 4 plot hooks, all in the first night.