Mongoose Gar said:The trick for the trade rules will be balancing two different styles of play:
1) The ordinary tramp trader who just wants to make enough cash to pay his bills. For this group, you need a set of rules that gives just enough money to keep flying, but not enough to become ultra-rich after two or three runs.
Mongoose Gar said:2) The player character group who want to stick triple beam turrets and military-grade electronics on their ship as soon as possible. They need to made a lot more cash from trading - and they'll do it by taking on more dangerous and illegal cargoes.
Mongoose Gar said:2) The player character group who want to stick triple beam turrets and military-grade electronics on their ship as soon as possible. They need to made a lot more cash from trading - and they'll do it by taking on more dangerous and illegal cargoes.
Mongoose Gar said:Currently, I'm semi-happy with how chargen and ranged combat are working.
AKAramis said:It would be nice if...
...it could fill something larger than a Type R
AKAramis said:Any ship with a broker aboard should be able to turn consistent income.
Mongoose Gar said:Currently, it's
* 1 skill per term automatically.
* If you get promoted (which you can do in any career), you get another skill roll.
* You get all the basic skills for a career at level 0 (no benefit when you roll, but you don't get the big Unskilled penalty)
* When you roll an event, there's a chance you'll pick up another skill, although usually only at level 1.
It's roughly 2 and a bit skills per term, plus lots of 0s, and it's easier to get lots of low-level skills than a few high-level skills.
Finally, there are two other ways to get skills that I'm fiddling with, but I'll save for the blog post on friday.
Mongoose Gar said:Currently, it's
* 1 skill per term automatically.
* If you get promoted (which you can do in any career), you get another skill roll.
* You get all the basic skills for a career at level 0 (no benefit when you roll, but you don't get the big Unskilled penalty)
* When you roll an event, there's a chance you'll pick up another skill, although usually only at level 1.
It's roughly 2 and a bit skills per term, plus lots of 0s, and it's easier to get lots of low-level skills than a few high-level skills.
Finally, there are two other ways to get skills that I'm fiddling with, but I'll save for the blog post on friday.
far-trader said:Depending on how that "two other ways" impacts things I think this looks like a good level of skill advancement. Of course that will depend on the strengths and number of skills a bit. The "basic skills for a career at level 0" is an old house rule option that is a good fit imo.
Shane_Mclean said:Hi Dan, nice to see you over this side of the 'net!
Shane_Mclean said:Can I ask, on your house rules what skills did you give at 0 for, say Agents and Merchants? I'd be interested to see what skills other would give at 0 for a career.
Mongoose Gar said:Currently, it's
* 1 skill per term automatically.
* If you get promoted (which you can do in any career), you get another skill roll.
* You get all the basic skills for a career at level 0 (no benefit when you roll, but you don't get the big Unskilled penalty)
* When you roll an event, there's a chance you'll pick up another skill, although usually only at level 1.
It's roughly 2 and a bit skills per term, plus lots of 0s, and it's easier to get lots of low-level skills than a few high-level skills.
Finally, there are two other ways to get skills that I'm fiddling with, but I'll save for the blog post on friday.
I was referring to spec. Which, depending upon your read of "Trader", is either one roll per person seeking same, or one roll per ship seeking. There are fewer than 6 results that can fill the hold of the 36 possible, and then only on exceptional results.far-trader said:Just a couple friendly points of contention
AKAramis said:It would be nice if...
...it could fill something larger than a Type R
Even Book 2 could easily overload a Type R with an average freight roll of over 250 tons. Most people seem to forget the step between cargo lots and actual tons. The cargo table generates cargo lots, not tons. Each cargo lot is then subject to another d6 roll and a multiplication of that depending on the type of cargo (major x10, minor x5, incidental x1). It is possible to generate over 1200 tons of freight in Book 2.
AKAramis said:PLEASE, when you do the ships, include the worksheets for all the standard designs... MT has rounding errors, TNE was written using a draft, ibid t4.... I can't speak to GT, but T20 woud have benefitted from the designs being on worksheets as exemplars.