Geir
Emperor Mongoose
Maybe I'm missing something basic, but looking at Highguard and core rules, I can't figure out why anyone would build with a standard hull.
Here is what I've gleaned about hull types:
Hull: Close Structure Streamlined?: Partial Hull Points:+10% Cost:-10%
Pros: Can land on atmosphere 3-
Cons: DM-2 on flight in atmosphere 4+
Hull: Standard Streamlined?: Partial Hull Points:+0% Cost:+0%
Pros: Can land on atmosphere 3-
Cons: DM-2 on flight in atmosphere 4+
Hull: Dispersed Structure Streamlined?: No Hull Points:-10% Cost:-50%
Pros: Cheap
Cons: Armor requires double mass, May not use external cargo mounts
Hull: Streamlined Streamlined?: Yes Hull Points:+0% Cost:+20%
Pros: Enter atmosphere, Airplane-like functionality, Built-in fuel scoops
Cons: May not use external cargo mounts
Hull: Planetoid Streamlined?: No Hull Points:+25% Cost: Special
Pros: Base Armor=2, Cr 4000 per ton
Cons: 80% usable volume
Hull: Sphere Streamlined?: Partial Hull Points:+0% Cost:-20%
Pros: Can land on atmosphere 3-
Cons: DM-2 on flight in atmosphere 4+
Hull: Buffered Planetoid Streamlined?: No Hull Points:+50% Cost:Special
Pros: Base Armor=4, Cr 4000 per ton
Cons: 65% usable volume
So why build a Standard hull? Both Close and Sphere are cheaper Partial streamlined hulls. Close is stronger, Sphere is cheaper. No accountant would ever approve Standard.
That's the first thing. Below are some other design notes, question and my comments, followed by suggestions, some of which would give you a reason to go with Standard:
Highguard: p.12 Heat shielding costs MC 0.1 per ton. With Heat shield: reentry = Easy (4+) Pilot (1DX10 minutes, DEX) . Otherwise you burn up.
No heat shield by default? Other examples scattered throughout the rules assume hypersonic reentry but no designs include heat shields, which triple the base cost of a hull.
Highguard p. 43 Aerofins: A ship with aerofins deployed gains DM+2 to all Pilot checks when within an Atmosphere.
I assume aerofins are only useful for Streamlined, but it's not stated.
Highguard p. 37: Fuel scoops: Fuel scoops allow an unstreamlined and partially streamlined ships to gather unrefined fuel from a gas giant.
Including dispersed and planetoid hulls?
Core: p. 143: Partial streamlining allows a ship to skim gas giants and enter Atmosphere codes of 3 or less, acting in the same way as streamlined ships. In other atmospheres, the ship will be ponderous and unresponsive, reliant on its thrusters to keep it aloft. All Pilot checks will be made with DM-2.
Atmosphere of 3 or less? Not 1 or 0? Okay. That seems new in this edition, but I'm okay with it in principle.
Core: p. 143: An unstreamlined ship is completely non-aerodynamic and if it enters an atmosphere it runs the risk of sustaining serious damage. Such a ship must make a Pilot check at DM-4 when it enters an atmosphere and for every minute of flight. Each failed check inflicts 1D damage to the ship, ignoring any Armour.
This means a giant ship can get down with minimal (%) damage. Shouldn't it be damage in relation to total hull value?
Core: p. 144: Ships have landing gear, allowing them to touch down ‘in the wild’
All, including non-streamlined?
Core p. 147: A ship with fuel scoops may gather fuel from bodies of water using hoses. It may also scoop hydrogen from a gas giant, requiring a Difficult (10+) Pilot check (1D hours).
This makes gas giant skimming way more dangerous than low berths. An average pilot will fail. Done as a cautious, it's time-consuming and still too risky. What does a failure mean?
Do you get a bonus for streamlined, or is it -2 for partial, -4 for non, as above?
So some suggestions that I'm going to use, because, well, rules have to make sense to me. It does mean that some of my designs won't be "portable" to other campaigns, though:
*Streamlined and Standard hulls get heat shielding by default (A benefit of Standard vs. Close or Sphere and more in line with the spirit of the game for Streamlined)
*Aerofins only available on Streamlined hulls
*Fuel scoops are only possible on Streamlined and Partial streamlined hulls
*Landing gear only default on Streamlined and Partial streamlined hulls
*Closed structure hulls can only safely land on Atmosphere 0-1 worlds. For 2-3, DM-2 as if 3+ atmosphere (slight benefit to Standard)
*Unstreamlined hulls do not have landing gear. They can be added as per the aerofin additional mass and cost. They can only safely land on atmosphere 0 worlds.
*Unstreamlined hulls failing atmosphere checks should take 1D% (round up) damage per failed check
*Gas Giant refueling: Average (8+) Pilot (1D hours, DEX) DMs: Aerofins: +4, Streamlined +2, Standard or Sphere +0, Close -2, Planetoid -4, Dispersed -6. Reaction drive only -2. No heat shield -2.
(That's another small benefit for Standard)
(And well, I did say Planetoid and dispersed can't have fuel scoops, so I suppose it would be okay to add them. Just stupid dangerous to use them on anything but ice.)
And another thing. I mentioned low berths as an aside. But 8+ with DMs seems too risky if failure means death. Instead, I suggest:
Failure = Inflict -Effect times D damage, half (round up damage) is permanent. So someone with AAA who takes 15 points damage would be 5A0, healable to 7A5.
If that's too lenient, you could also decrease INT permanently by the -Effect.
Comments? Corrections? Better ideas?
Here is what I've gleaned about hull types:
Hull: Close Structure Streamlined?: Partial Hull Points:+10% Cost:-10%
Pros: Can land on atmosphere 3-
Cons: DM-2 on flight in atmosphere 4+
Hull: Standard Streamlined?: Partial Hull Points:+0% Cost:+0%
Pros: Can land on atmosphere 3-
Cons: DM-2 on flight in atmosphere 4+
Hull: Dispersed Structure Streamlined?: No Hull Points:-10% Cost:-50%
Pros: Cheap
Cons: Armor requires double mass, May not use external cargo mounts
Hull: Streamlined Streamlined?: Yes Hull Points:+0% Cost:+20%
Pros: Enter atmosphere, Airplane-like functionality, Built-in fuel scoops
Cons: May not use external cargo mounts
Hull: Planetoid Streamlined?: No Hull Points:+25% Cost: Special
Pros: Base Armor=2, Cr 4000 per ton
Cons: 80% usable volume
Hull: Sphere Streamlined?: Partial Hull Points:+0% Cost:-20%
Pros: Can land on atmosphere 3-
Cons: DM-2 on flight in atmosphere 4+
Hull: Buffered Planetoid Streamlined?: No Hull Points:+50% Cost:Special
Pros: Base Armor=4, Cr 4000 per ton
Cons: 65% usable volume
So why build a Standard hull? Both Close and Sphere are cheaper Partial streamlined hulls. Close is stronger, Sphere is cheaper. No accountant would ever approve Standard.
That's the first thing. Below are some other design notes, question and my comments, followed by suggestions, some of which would give you a reason to go with Standard:
Highguard: p.12 Heat shielding costs MC 0.1 per ton. With Heat shield: reentry = Easy (4+) Pilot (1DX10 minutes, DEX) . Otherwise you burn up.
No heat shield by default? Other examples scattered throughout the rules assume hypersonic reentry but no designs include heat shields, which triple the base cost of a hull.
Highguard p. 43 Aerofins: A ship with aerofins deployed gains DM+2 to all Pilot checks when within an Atmosphere.
I assume aerofins are only useful for Streamlined, but it's not stated.
Highguard p. 37: Fuel scoops: Fuel scoops allow an unstreamlined and partially streamlined ships to gather unrefined fuel from a gas giant.
Including dispersed and planetoid hulls?
Core: p. 143: Partial streamlining allows a ship to skim gas giants and enter Atmosphere codes of 3 or less, acting in the same way as streamlined ships. In other atmospheres, the ship will be ponderous and unresponsive, reliant on its thrusters to keep it aloft. All Pilot checks will be made with DM-2.
Atmosphere of 3 or less? Not 1 or 0? Okay. That seems new in this edition, but I'm okay with it in principle.
Core: p. 143: An unstreamlined ship is completely non-aerodynamic and if it enters an atmosphere it runs the risk of sustaining serious damage. Such a ship must make a Pilot check at DM-4 when it enters an atmosphere and for every minute of flight. Each failed check inflicts 1D damage to the ship, ignoring any Armour.
This means a giant ship can get down with minimal (%) damage. Shouldn't it be damage in relation to total hull value?
Core: p. 144: Ships have landing gear, allowing them to touch down ‘in the wild’
All, including non-streamlined?
Core p. 147: A ship with fuel scoops may gather fuel from bodies of water using hoses. It may also scoop hydrogen from a gas giant, requiring a Difficult (10+) Pilot check (1D hours).
This makes gas giant skimming way more dangerous than low berths. An average pilot will fail. Done as a cautious, it's time-consuming and still too risky. What does a failure mean?
Do you get a bonus for streamlined, or is it -2 for partial, -4 for non, as above?
So some suggestions that I'm going to use, because, well, rules have to make sense to me. It does mean that some of my designs won't be "portable" to other campaigns, though:
*Streamlined and Standard hulls get heat shielding by default (A benefit of Standard vs. Close or Sphere and more in line with the spirit of the game for Streamlined)
*Aerofins only available on Streamlined hulls
*Fuel scoops are only possible on Streamlined and Partial streamlined hulls
*Landing gear only default on Streamlined and Partial streamlined hulls
*Closed structure hulls can only safely land on Atmosphere 0-1 worlds. For 2-3, DM-2 as if 3+ atmosphere (slight benefit to Standard)
*Unstreamlined hulls do not have landing gear. They can be added as per the aerofin additional mass and cost. They can only safely land on atmosphere 0 worlds.
*Unstreamlined hulls failing atmosphere checks should take 1D% (round up) damage per failed check
*Gas Giant refueling: Average (8+) Pilot (1D hours, DEX) DMs: Aerofins: +4, Streamlined +2, Standard or Sphere +0, Close -2, Planetoid -4, Dispersed -6. Reaction drive only -2. No heat shield -2.
(That's another small benefit for Standard)
(And well, I did say Planetoid and dispersed can't have fuel scoops, so I suppose it would be okay to add them. Just stupid dangerous to use them on anything but ice.)
And another thing. I mentioned low berths as an aside. But 8+ with DMs seems too risky if failure means death. Instead, I suggest:
Failure = Inflict -Effect times D damage, half (round up damage) is permanent. So someone with AAA who takes 15 points damage would be 5A0, healable to 7A5.
If that's too lenient, you could also decrease INT permanently by the -Effect.
Comments? Corrections? Better ideas?