Fluffy Bunny Feet
Emperor Mongoose
I'm working on a system of different quality levels for ships and part of the difference is the presence of advanced or budget features. Along with the quality levels will come positive/negative quirks like the Scout air smell issue.
I'd like suggestions for more types of advantages/disadvantages and more technologies to apply them to.
1 pair I've thought of is reliable/unreliable I'm thinking each would be 1 advantage/disadvantage and a +1 (or -1) on breakdown/repair rolls. This could apply to almost anything. Maybe it should be 2 advantages/disadvantages?
Now as a test I'm using MTU version of the 200 ton Free Trader. I did have it being made at TL 9 (where the players would be has restricted TL no more than 11) so I'm having the EQ (Excellent Quality) ship as TL 11 and I'm editing it now and will down grade it to varying quality levels. I'm thinking of applying reliable to the J-Drive.
So any thoughts on new advantages/disadvantages and items to apply them to?
I'd like suggestions for more types of advantages/disadvantages and more technologies to apply them to.
1 pair I've thought of is reliable/unreliable I'm thinking each would be 1 advantage/disadvantage and a +1 (or -1) on breakdown/repair rolls. This could apply to almost anything. Maybe it should be 2 advantages/disadvantages?
Now as a test I'm using MTU version of the 200 ton Free Trader. I did have it being made at TL 9 (where the players would be has restricted TL no more than 11) so I'm having the EQ (Excellent Quality) ship as TL 11 and I'm editing it now and will down grade it to varying quality levels. I'm thinking of applying reliable to the J-Drive.
So any thoughts on new advantages/disadvantages and items to apply them to?