Workaround for energy consumption in starships:

captainjack23

Cosmic Mongoose
{Edit: Necrobumped from an old discussion}

So, I tried out a quick fix for making starship combat a bit more dependent on power last night, and it worked fairly well..caveat, itworked well with a group of very cooperative players ....YPMV.

My main rationale wasn't just to complicate design for the sake of complication (if it was, I would obviously call it "realism";) ), but rather to increase the options and issues that the players faced -with minimal rules changes, also (most of them own the MGT rules, and we are trying to run this as straight as possibnle -kind of a postplaytest, really).

Also, this is likely to be dropped when HG comes out ,assuming they have an anticipated player scale combat system.

So, here is the basic version of the rules changes/additions.

Some assumptions:

First, the basic combat rules are the same, especially with regard to damage : drives fail as a whole, not gradually by letter.


A power plant also provides some power for life support, ships systems, and basic wepons use in addition to and independent of its ability to power the M drive. Thus, a ship w/. PPA and MD A can produce 2 thrust, and run Life support, ships systems and basic avionics, and basic (mainly defensive or low power) weaponry.

A powerplant now produces energy points which are used to power systems. A basic PP installation - the smallest size for a given output for that hull- produces its table rated output + 2 (Life support & Avionics).
Example: A type A power plant in a 200 ton hull produces 3 EP (1 for rating, 2 for ships sytems); in a 100 ton hull, it would produce 4.

Each ship has a demand rating for its weapons which depends on what weapons are being charged for use that turn.

NOTE: Bays are exempt from this; I assume that part of the space requirement includes a dedicated power plant.

  • Demand ratings:
    Beam Laser=1
    Pulse Laser =1/2
    Particle Beam = 5
    Missile =0 (but require avionics to be functioning)
    Sandcaster = 0
    Shields =To Be Determined.

Note: I restrict Pbeams to 1/triple turret..<-this is now official as per HG

Update:
Particle Beam turret = 5
Particle beam Barbette =3
( a barbette (5 tons internal ) is larger, and has some internal power support but still requires input from the ship's plant)


A ships demand rating on any given turn is:
((Sum of weapon ratings)/Hull rating)-1).

If the result is 0 or less, it can use the weapons in question for free. If not , EP must be allocated for each point or fraction of a point of demand.

Note: the hull rating divisor allows the demand to scale with the drives -bigger ships have bigger drives and more turrets, but an output of 1 to 6, regardless.

Thus, a basic scout could run at Thrust 2 and fire weapons which had a demand of 0 ( a double pulse turret, 1/2 x2 -1 =0), or thrust 1 and fire weapons which had a demand of 1 (a double beam turret, 1+1 -1 =1).

Alternately, life support (gravitics, temp, atm recycling,light) could be shut down to provide the point, and thrust could remain at 2.

Note: A particle beam would then require at least a size 4 ships powerplant to fire a single such weapon for free; and it would take up all the free weapon capacity to do so. This is because I really don;t want small ships lugging one around. The Gazelleprobably doesn't work with a demand of 5 - I may be being too severe - perhaps a demand of 3 would work better ?

Advanced options:

"Bigger engines equal better fun" option:
Drives can be installed that are larger than optimum: in other words, one can use a drive that is bigger than the basic drive for that hull/output combo, but less than the drive needed for the next output level.

Each extra step gives 1/2 extra EP for ships sytems: note that the max thrust is still limited by the M drive rating.

NOTE: some thought has been given to making it 1/point per step...not sure if this is too much, BUT it eliminates the pesky 1/2 EPs.


The 1/2 point/letter extra is a convenient average and causes some odd anomalies - a more purist approach would make it provide 1 point times (the number of extra steps taken/number of extra steps before the next output number).

"More Power Scotty ! " option.
The drive can be temporarily overdriven by a sucessful Engineering: powerplant check. The drives rating for purposes of the above rule may be temporarily increased by up to 1 letter for every two points of effect.

Failure has no effect. Critical failure (-6 or worse effect) counts as a hit and causes damage accordingly.

At the end of the turn, a second Engineering: power roll is required to avoid burnout: there is a penalty of -1 for each letter increase taken, and -1 for each consecutive turn of overdrive. Failure causes the power plant to take a hit; critical failure (effect -6 or worse) means it is destroyed.

"Faster, Dammit, Faster !" option.
The same rules above are applied to the M drive ; note that any extra power must be allocated before the roll, and if failed is lost.

"All weapons to Maximum !" option.

A beam or energy weapon can double fire by doubling its demand. A energy points are alocated and a then a gunnery roll is required at -2 ; failure means only normal firing is allowed, critical failure means the weapon is damaged ; success means a asecond shot may be taken.

"Silent running" option
Ships signature may be reduced by powering down the powerplant -1 to detection for each output number reduction. Avionics may be shut off for an additional -1, as may life support. a fusion plant that is shut down takes 1d6 hours to restart, modified by an engineering: power roll. (details uncertain at this time)

"Light the buggers up, Sparks !" option
An extra power point may be allocated to active sensors, doubling their effective range and giving a +2 to the sensor roll.


In play
I hand the Captain a handful of tokens (two per EP, for the half points) and he allocates them to the players involved in the various systems -and I enforce a 1 min discussion time once he has them in hand. Once they are handed out, any rolls are made for system overloads and etc, and the turn begins.

I must note that this is inspired greatly by the original playtest 3.2 rules, as well as "Battlestations " , an enormously fun board and character game.
 
I believe that HG will put a limit on the number of Energy Weapon Bays that can be powered by a certain PP rating. There will not be a true Energy Point system.
 
Rikki Tikki Traveller said:
I believe that HG will put a limit on the number of Energy Weapon Bays that can be powered by a certain PP rating. There will not be a true Energy Point system.

Which is fine, too, really.

Still....any particular reason for believing that ?
 
Let me see if I get this correctly.

I have a 1000dT frigate with 10 hardpoints. Drives are "X" so I have 5 thrust max and 7EP.

My first two turrets are 3X pulse each (3 EP total)
The next two are Beam/Beam/Sand (4EP total)
Last, I have two Particle Beams (total 10EP)
12 missile tubes to round out the other hard points.

If every weapon was fired on a given round, I have a demand of:
((3+4+10)/5)-1 , or, (17/5)-1 = 2.4

Of course that exceeds my rating by 3EP (I'm rounding any excess up) so the ship could either reduce thrust or reduce fire density to make up the difference.

Am I getting this correct? It's been a long day and the coffee maker is on the blink.


Assuming I am following correctly, I could step up the drive/plant combo to a "Y" to gain either .5 or 1 EP. That would actually explain why a buyer would commission a larger drive for the same thrust.
 
hdrider67 said:
Let me see if I get this correctly.

I have a 1000dT frigate with 10 hardpoints. Drives are "X" so I have 5 thrust max and 7EP.

My first two turrets are 3X pulse each (3 EP total)
The next two are Beam/Beam/Sand (4EP total)
Last, I have two Particle Beams (total 10EP)
12 missile tubes to round out the other hard points.

If every weapon was fired on a given round, I have a demand of:
((3+4+10)/5)-1 , or, (17/5)-1 = 2.4

Of course that exceeds my rating by 3EP (I'm rounding any excess up) so the ship could either reduce thrust or reduce fire density to make up the difference.

Am I getting this correct? It's been a long day and the coffee maker is on the blink.

Hmmmm. Forgot to include that in the life support ratings -perhaps you should turn off the M drive to get the Mr.Cofee up and running again ? :)

hdrider67 said:
Assuming I am following correctly, I could step up the drive/plant combo to a "Y" to gain either .5 or 1 EP. That would actually explain why a buyer would commission a larger drive for the same thrust.



You're close - the divsor should be 10, not five -the hull number of a 1000Ton ship.

So the demand in one turn would be: ((3+4+10)/10)-1 , or, (17/10)-1 = 1.2;

So, to fire everything, you'll need 1.2 extra EP -which means that you'll practically need 2 EP with an X drive - A Y drive will give either .5 or 1 (I'm leaning closer to the .5 version) So you'd have 7.5 EP - and yes, would need to reduce thurst to fire full on, OR reduce fire to go full speed.


Too, given the individual weapon demands, you practically will be able to fire either both Pbeams OR everything other than the P beams for free.

Or, optionally, have the engineer(s) try and overdrive the power plant and/or the M drive.
 
captainjack23 said:
You're close - the divsor should be 10, not five -the hull number of a 1000Ton ship.

So the demand in one turn would be: ((3+4+10)/10)-1 , or, (17/10)-1 = 1.2;

So, to fire everything, you'll need 1.2 extra EP -which means that you'll practically need 2 EP with an X drive - A Y drive will give either .5 or 1 (I'm leaning closer to the .5 version) So you'd have 7.5 EP - and yes, would need to reduce thurst to fire full on, OR reduce fire to go full speed.

I see my mistake. I was working from the thrust, not hull code. Whoops.

Shouldn't that 1.2 be 0.7?

Wow. this is really very elegant and simple. Not only is it easy to use but it forces sense into the idea of buying more drive/PP tonnage even when not gaining in speed performance. Very Very nice.

It's so nice in fact, I would like to nominate it for inclusion into HG.

I hope Matt is reading. This is some good stuff.

Thanks very much!
 
hdrider67 said:
captainjack23 said:
You're close - the divsor should be 10, not five -the hull number of a 1000Ton ship.

So the demand in one turn would be: ((3+4+10)/10)-1 , or, (17/10)-1 = 1.2;

So, to fire everything, you'll need 1.2 extra EP -which means that you'll practically need 2 EP with an X drive - A Y drive will give either .5 or 1 (I'm leaning closer to the .5 version) So you'd have 7.5 EP - and yes, would need to reduce thurst to fire full on, OR reduce fire to go full speed.

I see my mistake. I was working from the thrust, not hull code. Whoops.

Shouldn't that 1.2 be 0.7?
Hello ? Not in base .583, DUH ! :roll:

Yeah...... 0.7. :oops: So two .5 bumps up in engine size, & you're good.

Which is good, because it seemed a bit harsh using 1.2.


Wow. this is really very elegant and simple. Not only is it easy to use but it forces sense into the idea of buying more drive/PP tonnage even when not gaining in speed performance. Very Very nice.

It's so nice in fact, I would like to nominate it for inclusion into HG.

I hope Matt is reading. This is some good stuff.

Thanks very much!


Well, thanks......this has been brewing in my head for a while.....Matt ? Feel free !
 
given that this issue has come up in the ship design rules....bumping the thread back up.


(I see the need for adding power requirements for bays. I'll be right on that..;) )
 
Allensh said:
Any chance this could be presented in a PDF or other document? It looks very promising.

Allen

Hmmm. Hadn't even thouught about that. I still want to test it a bit, and come up with some way to deal with bays other than by energy.

High guard should be out soon enough, though, and may moot it. But I'll see if I have time to do that. Any suggestions as to where i could park the file for download, if I did ?
 
All I know is...

I have enjoyed looking at that artwork for the ships and deckplans I have seen. They are sweet looking and I am certain you will all be very happy with that aspect of the product once it is released.

Marc
 
Given that starship power consumption has come up again, I thought I'd bump this system I posted in the way back before HG days. It still seems to hold up, but thats just a local observation -I'd be interested in any comments or discussion, so I can refine and PDF this.
 
I like the direction of this thread. It's something similar to what I have been doing trying to come up with a more 'distributed' system for energy weapons.

A civilian ship is going to have a power plant optimized for cost and effeciency, and sized accordingly. Military ships, on the other hand, are going to be optimized for fighting, taking damage, and being able to fire their weapons as much as possible. The exception might be very large capital ships who have massive numbers of weapons and can only bring a portion to bear on a particular target. They MIGHT have stepped-down power, but I would doubt it. Since you never know where your enemy is going to be, you need to assume that you should have the ability to engage multiple targets in any direction simultaneously.

I think giving power plants energy ratings, would also make it easier to design in multiple power plants, so that a single hit or damage doesn't knock out all of your power. I would suspect that larger ships might have backup power plants sufficient to run life support, and say 2-3 reactors that can provide enough power for all systems. Depending on size and space available, you might have a 'spare' powerplant, or ones sized that are running at 50% power so that if one fails, it can pick up the power requirements from the other.

It would be nice to have a more advanced set of design rules for those who like to tinker and design, while still allowing the original flavor of the game.

Do I smell an offical supplement? :)
 
phavoc said:
They MIGHT have stepped-down power, but I would doubt it. Since you never know where your enemy is going to be, you need to assume that you should have the ability to engage multiple targets in any direction simultaneously.
It takes the Age of Sail comparison a bit far, but many ships of the line
had only enough gunnery crew to man one of their broadsides in combat,
not both of them - getting caught between two enemy ships was some-
thing that had to be avoided by any means.
 
rust said:
It takes the Age of Sail comparison a bit far, but many ships of the line had only enough gunnery crew to man one of their broadsides in combat, not both of them - getting caught between two enemy ships was some-thing that had to be avoided by any means.

I think moden-era battleships would be more apprpriate. Modern ships, or at least those going from the Dreadnought forward (and some previous) are able to fire their weapons since all stations are crewed and manned for combat. WW2 ships literaly had 20mm and 40mm gun stations on just about any place they could conceivably mount them. For a time they even put guns on top of the turrets, but discovered the blasts from the main guns made it so that the gun positions could not be manned during combat.

Modern large-caliber gun-armed ships typically engaged using their broadsides. Though in space you don't have the same limitations as a water-based ship, so its not quite the same.
 
captainjack23, very very elegant!

I've been noodling on similar house rules but found myself going down the slippery slope of endurance... my idea was every time you fire an energy weapon, it burns more fuel and lessens the amount of time you can power general ship systems. So if a ship has two weeks of life supp/avionics/gravity compensation/M-Drive but then has a fight and fires its beam laser (pick a number) times, it has burned a day of ship services fuel...

The crux was a full tank of fuel gives you X 'Energy Points' to spend on everything based on the ship profiles in the Core rules but it led me into determining fuel use in hours, which led me into numbers like 336 (24 hrs x 14 days etc etc) and fractional use of EP..... bleh. Too complicated.

I really like what you've come up with - simple and elegant, just crunchy enough and opens up sweet role-playing possibilities.
 
I'm not sure multiplying the power plant rating by the hull size makes sense. It should be a flat number of power points per power plant rating, with the other drives consuming a flat amount per their rating, surely?

For example, let's say a PP A gives 1000 points, Maneuver A guzzles 800 points at full thrust, Jump A uses 800 points at full rating, and a laser uses 50 points. You may want to assign a usage of 10 points per stateroom for normal life support (this could be easily dropped to an emergency level if needed for a short time or if the crew were suited up). Sensors would consume a flat rate based on their rating and mode (active sensors would use a fair rate).

In terms of a Type S, running at 1G would only use 400 points. For a Free Trader this would consume the full 800 points.
 
rinku said:
It should be a flat number of power points per power plant rating, with the other drives consuming a flat amount per their rating, surely?

Apparently the Core rules Drive Tables scale well up to a point, then have a hiccup. So doing this you might find large ships with proper Power Plants that can't supply the basic power their ship needs, or maybe can only fire a few of their weapons.

I haven't designed enough ships in MGT from scratch to really comment but there was a thread about drive size/potential through the various hull sizes posted a while back, I'll link it if I can find it.
 
I am also of the option that the letter drives should put out a fixed number of EP. Yes, there is a hiccup in the drive tables, but that can be fixed pretty easily (there are several hiccups actually if you start digging).

CT-HG had an EP system that worked pretty well. It also gives various EP costs for the different weapons.

Life Support and Avionics were not considered though and I think that was an oversight.
 
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