More granular ship systems management

Woas

Mongoose
Hey gang.


I had this idea kicking around where managing a ships different systems was more customizable/granular. Just some brainstorming I thought I throw off you guys. I think a lot of it comes from my time playing EVE Online but not completely.

Currently the rules for a ship powerplant say that whatever the highest engine (M or J) ranking a ship has, the powerplant has to be as least equal to it. Other than that it's just cross referencing the Jump per Rank per Fuel Consumption tables and that's that.

My initial idea was to give powerplants, based on their rank a new aspect called Power Points. The power points would then be like a ship system economy with many of the other aspects of a ship having a power point cost. I'm not sure on the scale of the power points; either to keep them smaller in the double digits or crazy in the four and five digits.
But for example say a ship had a power plant that generated 20 power points. Normally fitting a ship computer is a matter of price choice but really once the game is moving there is no reason once the Credits are there to not upgrade the computer systems. Or the sensors for that matter. But say the real high tech computer system with its holographic displays and real time analysis of incoming attacks and other whiz-bang stuff sucked up a whopping 10 power points! And the M-Drive took 10 itself... well better get a better power plant. Or maybe the holographic displays could be skipped.

So the idea is that the players have a budget and might not be able to run all those high tech parts and would have to compromise. Like I said, just an idea I was kicking around. Any thoughts?


- Woas
 
This is how it was done in the MGT playtest. Then, for reasons unclear, Mongoose decided to drop it before the final version. I'm not sure if the lack of Power Powers made the design system any better, if anything it seems to be pretty arbitrary now.
 
I can see assuming large amounts of power required for Jump/Manuever such that all other requirements would seem trivial.

If one equates this to say a modern super carrier or even one's house - one doesn't generally worry about electrical load - other than that power is available.

The exception here would be for energy shields and large (spinal) weapon systems.

Must say, I've never been happy with the manuever drive handling - and miss agility.
 
Being one for details - I love this (espeically sensors), but in the interest of real-time roleplay too much can be counter-productive.

I think MGT could have had a few more explicit options in space combat dealing with power (and manuever), though applying skill checks and the like can cover most senarios...
  • As a referee, it is easy to deal with power plant damage - on first hit apply rating loss (1d6 x10% or whatever) and apply to Manuever/Jump.

    For other systems use success checks to determine if a system cannot work or partially works (reduced damage) and for how long (one good shot).

    Let players drop manuever or power down devices/attempt power tap re-routes using skill checks. Incease difficulty when PP takes second hit and when destroyed (limit time too - when destroyed capacitors may be used - jump drive as well, if charged).
Adding more accounting than this would be time-consuming and would not add to realism IMHO.

(Note: crew hit suffering rad damage is a bit lame for fusion reactors - more physical damage is likely :wink: )
 
A lot of it would just be during the building process and wouldn't really effect the playing side of things. Though more details on senors and what they reveal could enhance the playing side of things.
 
AndrewW said:
A lot of it would just be during the building process and wouldn't really effect the playing side of things. Though more details on senors and what they reveal could enhance the playing side of things.


Yes, I had a more over arching energy budget in mind when I was thinking of this. Something the players (and their characters) thought about when they were building the ship (assuming that) or looking at it during downtime and analyzing upgrade potential. Not something that would be fluctuating during the course of spaceflight or combat.

I guess the idea also stems from my point of reference in how I imagine the "Traveller metaverse". In my mind I picture the M (and J when active) drive and arti-grav are consuming something like 95-99% of the power plants juice, and the subsequent other systems all jockeying for that remaining finite pool of energy. This is, as I said all how I picture it in my head. Somewhat how I would picture a diesel powered submarine might operate.

I think that Complete Space Builders Handbook would be great! Something like this would fit right in.
 
Yes, I'd like to see more detailed information to really differntiate the ships. In some ways ti seems like you have ship - XX tons, military, 1ea...

More details makes the design process more interesting as well as adding in more fun stuff you can do when playing.
 
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