captainjack23
Cosmic Mongoose
I'm reposting these in their own thread, as they kinda been buried in the old one:
Movement for the space combat rules.
World generation. Social and planetology, that is.
Some more power numbers for shipboard hardware.
Sysgen (on a basic level)
Trade info(basic) : goods, prices, availability, some clue as to demand.
Okay. So, if we take the Mdrive table, match up the letters with the Powerplant, would setting the power production at about 110%-120% (with a minimum of 1 extra PP assumed for basic ship sytems) of the M requirement be a approximation of what you are looking at ?Mongoose Gar wrote:
I don't know if there'll be a version 4. I'm currently reorganising my plan from 'a frantic week of rewriting' to 'a month of rewriting, polishing, expanding and fiddling'. I'll also need to consult with Chris.
Comments and playtesting welcome on all areas, but play with ships (ignoring the power ****-up - assume that a plant X can run drive X and have power to spare for at least some guns),
space combat, and general adventuring. What do you find yourself lacking when you run a game? What extra stuff do you wish the book had in the middle of a game?
Movement for the space combat rules.
World generation. Social and planetology, that is.
Some more power numbers for shipboard hardware.
Sysgen (on a basic level)
Trade info(basic) : goods, prices, availability, some clue as to demand.