Technetium 98
Cosmic Mongoose
I argue that leaving some things up to the designer (such as being able to access a clamped ship in a shirtsleeve environment) is completely acceptable in this context. And also that y'all should calm down.
You must be new here. This is calm.I argue that leaving some things up to the designer (such as being able to access a clamped ship in a shirtsleeve environment) is completely acceptable in this context. And also that y'all should calm down.
Spirited rules and setting discussions are kind of the norm here.I argue that leaving some things up to the designer (such as being able to access a clamped ship in a shirtsleeve environment) is completely acceptable in this context. And also that y'all should calm down.
Truth.I mean, it is the thread he started. The AMA title was wishful thinking, not something Matt agreed to.![]()
And hatches are undefined but take up less space and money. Seemingly little enough to be rolled into a docking clamp.Airlocks cost money and volume.
Corridors just take up space.
Are you saying that you can't read who started the thread? Right there next to the title of the thread along with the date the thread started. Not the poster's fault if people don't read the information that is in front of them.Tell that to anyone who looks at the thread title. But now I'm being a hypocrite, so I'll drop it.
Yeah. For example, all cargo ships have a cargo hatch. These aren't defined anywhere in the ship construction rules, but they exist everywhere. Nowhere does it state their dimensions, we just assume it is big enough to fit cargo in and out, whatever that means.And hatches are undefined but take up less space and money. Seemingly little enough to be rolled into a docking clamp.
Exactly.Yeah. For example, all cargo ships have a cargo hatch. These aren't defined anywhere in the ship construction rules, but they exist everywhere. Nowhere does it state their dimensions, we just assume it is big enough to fit cargo in and out, whatever that means.
I guess you could build a cargo ship without a cargo hatch, but that would be stupid. Seems the same with docking clamps. You can make them without a hatch, but why?Exactly.
Tell that to anyone who looks at the thread title. But now I'm being a hypocrite, so I'll drop it.
Yeah. The game doesn't particularly care about a lot of the details. The only access points required to be documented in the design is airlocks. The rest is up to the artist. Docking clamps don't explicitly exclude connectivity like external cargo mounts, but they also don't explicitly include it. Likewise, Docking spaces are such a tight fight you can barely load passengers and crew, but they don't actually restrict you to a particular vehicle, just a particular volume. Even if that volume is radically different in configuration. It's just a simplicity thing. You can put sensible restrictions on that at your table or not, as suits your gaming style.And hatches are undefined but take up less space and money. Seemingly little enough to be rolled into a docking clamp.
Well said.Yeah. The game doesn't particularly care about a lot of the details. The only access points required to be documented in the design is airlocks. The rest is up to the artist. Docking clamps don't explicitly exclude connectivity like external cargo mounts, but they also don't explicitly include it. Likewise, Docking spaces are such a tight fight you can barely load passengers and crew, but they don't actually restrict you to a particular vehicle, just a particular volume. Even if that volume is radically different in configuration. It's just a simplicity thing. You can put sensible restrictions on that at your table or not, as suits your gaming style.
Cargo handling is another area where details are not provided. There's a bunch of cargo equipment, but no actual information on how it is used or what works best in what situation. Not even basics like whether the fat trader's single long cargo bay is more efficient for loading/unloading purposes or not than the same space divided into fuel/cargo containers. Is it faster to unload with a gantry? Or is it just there to use against an alien monster during an infestation scenario?
Turrets are another one. They clearly have firing arcs. It is impossible that they don't. But it isn't relevant to the ship combat game systems and you are reliant on the "art" (aka the deckplans) if you need to know firing arcs because your ship is on the ground and you want to know if you can sand canister the onrushing native horde
Each table has to decide what level of detail is important to them.
That was CT.I argue that leaving some things up to the designer (such as being able to access a clamped ship in a shirtsleeve environment) is completely acceptable in this context.
Agreed, that is up to the deck plan designer, i.e. basically free-form.If only surface area were a design parameter you could then specify that the hatch on the ship equipped with the docking clamp is in the missle of the clap machinery, and that carries craft have hatches that line up when they are clamped.
I believe not.By the way is the internal artificial gravity magically conjured by the grav plates of a ship felt on its hull?
T4 FF&S, p80:
Artificial Gravitv & G Compensation
Artificial gravity inertial compensators create an artificial gravi-
ty field directed between the deck plates of a ship to provide a
constant gravity field. The generators are also tied into the
ship's computer, which varies the field strength to counteract
the effects of a ship's acceleration, up to a maximum level.