dalamar981
Mongoose
Based off the thoughts generated by the ship in S&P 93 I wanted to create a new kind of J-drive that doesn’t uses tons of fuel just the power necessary to do the jump.
Without further ado
Capacitive Jump Drive:
Tonnage = J-drive
Cost = J-drive
Fuel = None
Alt Rules: Instead of using fuel you must charge the capacitors to the necessary level to make your Jump. We will uses the current formula used to calculate jump fuel, but instead of tons we get hours.
.1 x ship tons x jump distance = charging time in hours. (Minimum charging time is 1 Minute)
Using the book example
.1 x 200 x 1 = 20 hours
I understand that this system makes ships that want to jump farther and or are bigger take days to charge to make one jump (could be weeks for capital ships). Therefore we introduce some variables to the above now base charge time.
Using the same P-plant for your M-drive and your J-drive increases charge time by 10% per rating of the M-drive.
For each rating the P-plant is above the Jump distance decrease time by 20%
An Engineer can redirect power from the M-drive to the J-drive. Rating is reduced by the effect of the skill check. Each rating reduced decreases the charge time by 10%. (I don’t know what the skill check should be engineering: P-plant, M-drive, or J-drive. Also what kind of negative effect for failing the check with a negative effect.)
I Need to have some variable if using E-weapons off of the same P-plant.
What do you guys think? How would this effect the game?
Without further ado
Capacitive Jump Drive:
Tonnage = J-drive
Cost = J-drive
Fuel = None
Alt Rules: Instead of using fuel you must charge the capacitors to the necessary level to make your Jump. We will uses the current formula used to calculate jump fuel, but instead of tons we get hours.
.1 x ship tons x jump distance = charging time in hours. (Minimum charging time is 1 Minute)
Using the book example
.1 x 200 x 1 = 20 hours
I understand that this system makes ships that want to jump farther and or are bigger take days to charge to make one jump (could be weeks for capital ships). Therefore we introduce some variables to the above now base charge time.
Using the same P-plant for your M-drive and your J-drive increases charge time by 10% per rating of the M-drive.
For each rating the P-plant is above the Jump distance decrease time by 20%
An Engineer can redirect power from the M-drive to the J-drive. Rating is reduced by the effect of the skill check. Each rating reduced decreases the charge time by 10%. (I don’t know what the skill check should be engineering: P-plant, M-drive, or J-drive. Also what kind of negative effect for failing the check with a negative effect.)
I Need to have some variable if using E-weapons off of the same P-plant.
What do you guys think? How would this effect the game?