House rule ideas needed

Duroon

Mongoose
I need to come up with some house rules for modifications to ships.

I have a group that's been playing for awhile now, every time they get a ship they have to mod it heavily. Swapping out guns on the turrets is no big deal but they usually drop other items as well. Sometimes they get rid of a couple staterooms, they always seem to get rid of the low berths, then they start adding armor and cargo space.

Now I don't want to veto doing any changes to a ship, however they have started to make drastic changes just because they fit mathematically within the hull space. I have been trying to convince them that subtracting x number of tons of equipment on Deck A doesn't mean you can add x number of tons of space on Deck B. That is finally starting to sink in at least. Their current plans are to nearly double the cargo space on a ship they are buying by reducing the fuel storage in that same deck.

I need a rule to figure out how long these changes will take. In essence they are taking out the bulkheads that are in place and extending the decking then adding new bulkheads. Something along the lines of for every ton of changed deckplans it will take x amount of days (weeks, hours) to retrofit the ship.
 
I think I would use the normal construction time rule, 1 week of time for
every 5 MCr of modifications, with a minimum time of 1 week - provided
the shipyard has free capacity for minor orders like those modifications,
because otherwise the characters could well have to wait some months
until their ship fits into the Starport A's or B's shipyard's schedule.

Besides, major modifications of ships are far more expensive than a nor-
mal construction work would be, so the cost should be at least 150 % of
the normal construction costs, and any modification that might harm the
structural integrity of the ship would also require a naval architect's work
- and fee.

Finally, the authorities (and the ship's insurance) may well demand a new
registration of the ship (another fee ...), and they might even come to
the conclusion that the ship is no longer safe enough for atmospheric lan-
dings because of the changes to the structural integrity and withdraw the
permission to land at starports ...
 
I like the idea of 1 week for every 5Mcr of modifications. That puts there plans at taking 63 weeks to implement alone. However some of their plans don't have a price tag. Removing fuel storage for more cargo capacity doesn't have a price tag in the rule books. They are changing the cargo from 46 tons of space to 85 in their plans.
 
Duroon said:
I like the idea of 1 week for every 5Mcr of modifications. That puts there plans at taking 63 weeks to implement alone. However some of their plans don't have a price tag. Removing fuel storage for more cargo capacity doesn't have a price tag in the rule books. They are changing the cargo from 46 tons of space to 85 in their plans.

The initial space doesn't add to the cost of the ship, but it would still cost for labor and refitting the space.
 
AndrewW said:
Duroon said:
I like the idea of 1 week for every 5Mcr of modifications. That puts there plans at taking 63 weeks to implement alone. However some of their plans don't have a price tag. Removing fuel storage for more cargo capacity doesn't have a price tag in the rule books. They are changing the cargo from 46 tons of space to 85 in their plans.

The initial space doesn't add to the cost of the ship, but it would still cost for labor and refitting the space.

Yes but how much does it cost and how long should it take?
 
Architect fee 1% of the ship.

Why, pay for an Architect and not just do it your self.

Hmm, next time the ship is inspected and does not match floor plans or show the appropriate design features, the ship could be impounded for
Not meeting code (local and or Imperial)
For possible smuggling
For not being a safe and up todate vessel
etc


I figure the cost of removing and putting in new walls at
100,000 Cr per ton of ship modified

Adding an Airlock (retro fitting) or removing: 250,000 Cr per airlock
Adding hatches: 50,000 Cr per hatch (removal is 10,000 Cr per airlock)
Adding Iris valus 100,000 Cr per entry (removal is 20,000 Cr per entry)

Checking intergity and suddend decompression strength of ship: 100,000 Cr per ton of the ship (need to make sure everything stays put that is suppose to and it covers the cost of insurance of the company testing the ship)

Making other space Cargo Space
(does not count the cost of adding and removing walls)

Fuel to Cargo, plain: 5,000 Cr per ton
Fuel to Cargo, Standard: 15,000 Cr per ton (this has climate control added)
Staterooms, low berths to cargo: 5,000 Cr per ton (has climate control already, just adds tie downs and beefs up interior)
Engineering to Cargo Space: 1,000 Cr per ton
Other space to Cargo Space: 1,000 Cr per ton
Other space to Cargo Space, Standard: 5,000 Cr per ton

Fuel to Stateroom, retro fitting 750,000 Cr
Fuel to Engineering: 50,000 Cr

Cargo to Fuel: 5,000 Cr per ton
Other to Fuel: 10,000 Cr per ton

Here are just a few ideas for cost factors.

Dave Chase
 
I did do a quick hull cost divided by tonnage and came up with a figure of 80KCr per ton. This seems to work out ok for me, not too expensive or time consuming for minor changes to deck layout.I have two of my five players that are the ones taht feel these huge changes need to be made to the ship. The other three are fine with flying the thing as is.
 
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