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Post by bazbaziah on Jun 26, 2019 11:25:36 GMT -7
A simple way to model turn rates would be to base it on the MPR of the engines. For example a ship with a 1/1 or less ratio could make one 60 degree turn for each movement point it has (not per hex moved, as the rules say you can move one or two hexes per movement point). A ship with 2/1 has to use two points between a turn, 3/1 has to usw three etc.
Jim
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Post by tosfan1956 on Jun 26, 2019 17:16:45 GMT -7
Thatβs the simplicity Iβm looking for! Somebody give this man a cookie! Iβll give that a try as soon as I squeeze some playtime into my busy schedule ππ
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Post by bazbaziah on Jun 27, 2019 11:30:05 GMT -7
Thatβs the simplicity Iβm looking for! Somebody give this man a cookie! Iβll give that a try as soon as I squeeze some playtime into my busy schedule ππ Thank you. Can I have one with dark chocolate and hazelnuts please π I'm all for keeping the game true to its roots and not making it another star fleet battles. Jim
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Post by bazbaziah on Jun 27, 2019 13:18:28 GMT -7
Thatβs the simplicity Iβm looking for! Somebody give this man a cookie! Iβll give that a try as soon as I squeeze some playtime into my busy schedule ππ Thank you. Can I have one with dark chocolate and hazelnuts please π I'm all for keeping the game true to its roots and not making it another star fleet battles. Jim
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Post by trynda1701 on Jun 28, 2019 7:01:54 GMT -7
A simple way to model turn rates would be to base it on the MPR of the engines. For example a ship with a 1/1 or less ratio could make one 60 degree turn for each movement point it has (not per hex moved, as the rules say you can move one or two hexes per movement point). A ship with 2/1 has to use two points between a turn, 3/1 has to usw three etc. Jim I might be reading this wrong. Do you mean to turn, a 2/1 ship has to spend an extra two power points to get one turn in?
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Post by bazbaziah on Jun 29, 2019 2:16:46 GMT -7
A simple way to model turn rates would be to base it on the MPR of the engines. For example a ship with a 1/1 or less ratio could make one 60 degree turn for each movement point it has (not per hex moved, as the rules say you can move one or two hexes per movement point). A ship with 2/1 has to use two points between a turn, 3/1 has to usw three etc. Jim I might be reading this wrong. Do you mean to turn, a 2/1 ship has to spend an extra two power points to get one turn in? Not at all. At 1/1, 3/2, 1/2 etc. A ship has to move 1 (or 2 because you can move 1 or 2 hexes per MP) Hex straight ahead before men in a turn. 2/1 has to move 2, 3 or 4 before making a turn. 3/1 has to move 3, 4, 5 or 6 before making a turn Etc. Jim
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Post by trynda1701 on Jun 29, 2019 4:26:40 GMT -7
I might be reading this wrong. Do you mean to turn, a 2/1 ship has to spend an extra two power points to get one turn in? Not at all. At 1/1, 3/2, 1/2 etc. A ship has to move 1 (or 2 because you can move 1 or 2 hexes per MP) Hex straight ahead before men in a turn. 2/1 has to move 2, 3 or 4 before making a turn. 3/1 has to move 3, 4, 5 or 6 before making a turn Etc. Jim Gotcha. For some reason, that just wasn't clicking in my head when I read it!
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Post by bazbaziah on Jul 3, 2019 4:25:13 GMT -7
A further idea I had was to replace the Max WDF for computers with a Max control limit that would encompass weapons, shields and engines. WDF would remain as is but the min computer required for other systems would be replaced by an overall control value (like WDF and not difficult to determine). The sum of these values -weapons, shields,and engines could not exceed the control limit of the computer.
Result of this allows you more wriggle room when building ships. I'm at work typing this so will add some examples to further explain later.
Jim
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Post by tosfan1956 on Jul 9, 2019 6:30:33 GMT -7
Weβve seen in TOS and TMP ships engaging warp drive from orbit and close proximity to large structures like starbases, but how close can you get before you MUST drop out of warp? Does a gravity well affect the warp field? Does the accuracy of star charts play a role? Certainly you cannot drop out of warp too close, any ship able to land could drop out at ground level, expel troops and tanks while using ship weapons for cover fire then warp out again!
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Post by krebizfan on Jul 9, 2019 11:20:31 GMT -7
Weβve seen in TOS and TMP ships engaging warp drive from orbit and close proximity to large structures like starbases, but how close can you get before you MUST drop out of warp? Does a gravity well affect the warp field? Does the accuracy of star charts play a role? Certainly you cannot drop out of warp too close, any ship able to land could drop out at ground level, expel troops and tanks while using ship weapons for cover fire then warp out again! The standard STSTCS rules seem to be: place the planet near the center of the map and ships that warp in are on the edges of the map. The restrictions on warp seem to be mostly no doing it in the atmosphere. Since STSTCS has no rules for landing on a planet or flying in the atmosphere, that is effectively moot. I would keep things simple and not permit landing or transporting to a planet until the local defenses capable of shooting into space are neutralized. Otherwise, one would need a lengthy rules supplement that effectively makes it a very bad idea* to try landing or transporting while there are active defenses capable of shooting into space. * Down shields facing planet? Ouch! Shuttles flying through photons? Get hit, go pop in most versions of ST. I dread the arms race where the landing force finds a weakness in the current defensive scheme and then a whole raft of new defensive systems are invented whose only purpose is preventing the game breaking trickery of launching shuttles early.
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Post by tosfan1956 on Jul 9, 2019 11:46:26 GMT -7
Ya, edge of the map rule works, but Iβve never seen any rule or episode defining it. Now donβt faint if this offends... I remember folding my map down to make it a hex shape so that whenever a ship ran off one side you could bring it back on the other. This also worked well when planets (or any terrain) was on the map. Everybody entered at an equal distance from the center. I vaguely remember a house rule that allowed a player to warp into the area, pick the βentryβ hex then roll a d6 and begin that far into the map. We had an abundance of dice because we all played AD&D. In fact, it was 1st edition and a couple of us still had some of the paperback βDungeon & Dragonsβ books! You know, the REAL originals :-)
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Post by tinker on Jul 10, 2019 4:59:20 GMT -7
I would keep things simple and not permit landing or transporting to a planet until the local defenses capable of shooting into space are neutralized. Otherwise, one would need a lengthy rules supplement that effectively makes it a very bad idea* to try landing or transporting while there are active defenses capable of shooting into space. While I am all for simple, this would contradict literature about assaulting planets and starbases - even ships! Especially for the Klingons. I think that ground operations in general would be too complex for what this game has in mind.
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Post by tosfan1956 on Jul 10, 2019 8:15:12 GMT -7
Tinker, I agree! But the question was how close can you get to a planet or other gravity well before dropping out of warp. As I said, Iβve never seen or heard of any βofficialβ rules. It was just one random question that escaped the event horizon of the black hole I call a brain! Lol
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Post by trynda1701 on Jul 10, 2019 11:08:03 GMT -7
JAFisher44So, have you had a chance to work anything up on your project? Mark
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Post by bazbaziah on Jul 10, 2019 12:05:53 GMT -7
Weβve seen in TOS and TMP ships engaging warp drive from orbit and close proximity to large structures like starbases, but how close can you get before you MUST drop out of warp? Does a gravity well affect the warp field? Does the accuracy of star charts play a role? Certainly you cannot drop out of warp too close, any ship able to land could drop out at ground level, expel troops and tanks while using ship weapons for cover fire then warp out again! The whole subject of how close and why is one that is open to a lot of interpretation. Several episodes and a few films have even contradicted themselves over time. It appears that it is or is not dangerous depending on what the story calls for. There is a good piece about it here www.ex-astris-scientia.org/inconsistencies/treknology-power.htmAbout halfway down the page. On an aside but kind of linked to this, is there mention of how large a hex is across faces in the FASA game? I have always assumed that one hex is 10000 km as the earth like planets provided are 3 hexes across which is roughly the same size as earth. However on this scale the distance between Earth and the Moon would be around 39 hexes? Jim
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Post by bazbaziah on Jul 10, 2019 12:43:02 GMT -7
A quick and simple rule for warping into or away from planets would be:
Determine how far you are or will be in hexes from the edge of the planet
Add one to the number. (A successful crew skill roll can add a further one to this number).
Roll this or less on 1d10 (0 is 10) to avoid a misshap.
Failure results in a roll on the engineering damage table. If manoeuvre grid is damaged then
ship either arrives and can do no movement until repaired or fails to warp out until repaired.
The closer you are to the planet then the more likely you are to suffer a mishap.
Jim
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Post by trynda1701 on Jul 10, 2019 12:48:55 GMT -7
On an aside but kind of linked to this, is there mention of how large a hex is across faces in the FASA game? I have always assumed that one hex is 10000 km as the earth like planets provided are 3 hexes across which is roughly the same size as earth. However on this scale the distance between Earth and the Moon would be around 39 hexes? Jim I'm fairly sure it's 10,000km diameter per hex, but don't have my rulebook to hand.
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Post by tosfan1956 on Jul 10, 2019 14:12:32 GMT -7
JAFisher44So, have you had a chance to work anything up on your project? :) Mark No time at all. My wife is recovering from a minor injury that had her in bed most of the day. That gave me time to look for the game and start going thru it. Now, I only get a few minutes here and there to get on here and discuss some ideas. Thatβs not a complaint! She still needs a caregiver 24/7 but, she is able to be out of bed and in her βelectric chairβ more :-)
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Post by trynda1701 on Jul 11, 2019 4:18:15 GMT -7
JAFisher44So, have you had a chance to work anything up on your project? Mark No time at all. My wife is recovering from a minor injury that had her in bed most of the day. That gave me time to look for the game and start going thru it. Now, I only get a few minutes here and there to get on here and discuss some ideas. Thatβs not a complaint! She still needs a caregiver 24/7 but, she is able to be out of bed and in her βelectric chairβ more :-) Glad to hear your wife is recovering well. You do realise though I was asking JAFisher44 if he had made some progress since his intial post that started this thread?
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Post by tosfan1956 on Jul 11, 2019 4:26:37 GMT -7
Trynda1701... oops! Sorry
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Post by tinker on Jul 11, 2019 4:52:07 GMT -7
Tinker, I agree! But the question was how close can you get to a planet or other gravity well before dropping out of warp. As I said, Iβve never seen or heard of any βofficialβ rules. It was just one random question that escaped the event horizon of the black hole I call a brain! Lol Evidence would suggest that this depends on the time period: In the original Motion Picture, the Enterprise had to completely leave the Solar System before going to warp. By the Next Generation, this restriction seems to have been overcome. I would think that the time period in between would show a gradual improvement over time. My best guess.
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Post by trynda1701 on Jul 11, 2019 5:41:09 GMT -7
Trynda1701... oops! Sorry No problem! Tinker, I agree! But the question was how close can you get to a planet or other gravity well before dropping out of warp. As I said, Iβve never seen or heard of any βofficialβ rules. It was just one random question that escaped the event horizon of the black hole I call a brain! Lol Evidence would suggest that this depends on the time period: In the original Motion Picture, the Enterprise had to completely leave the Solar System before going to warp. By the Next Generation, this restriction seems to have been overcome. I would think that the time period in between would show a gradual improvement over time. My best guess. That instance in the Motion Picture bugged me the first time I saw it, because there are p!entry of instances in TOS where Kirk orders Warp 1 from a standard orbit Of course you could argue that this is verbal shorthand (which Roddenberry encouraged), Kirk gives that "Warp 1" order, and the helmsman/navigator know to accelerate out of orbit on impulse, and go to warp when it's safe to do so!
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Post by JAFisher44 on Jul 11, 2019 9:15:10 GMT -7
JAFisher44So, have you had a chance to work anything up on your project? Mark No, shortly after my OP my life went to shit and I'm still picking up the pieces. On top of that my employer seems to have decided that a 10 to 12 hour day should be standard and I've had almost no personal time in months. That's partly why my participation here on the forums has taken a steep dive. Thankfully I think I've spotted a dim light ahead so maybe I'm almost out of the tunnel.
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Post by trynda1701 on Jul 11, 2019 10:55:18 GMT -7
JAFisher44So, have you had a chance to work anything up on your project? Mark No, shortly after my OP my life went to shit and I'm still picking up the pieces. On top of that my employer seems to have decided that a 10 to 12 hour day should be standard and I've had almost no personal time in months. That's partly why my participation here on the forums has taken a steep dive. Thankfully I think I've spotted a dim light ahead so maybe I'm almost out of the tunnel. Yikes, not good! I'll keep fingers crossed for you that you are indeed about to get out of the tunnel. Get your life balance sorted, that's the important part. Although hopefully you can get that personal time back also.
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Post by starcruiser on Jul 11, 2019 15:30:49 GMT -7
JAFisher44So, have you had a chance to work anything up on your project? Mark No, shortly after my OP my life went to shit and I'm still picking up the pieces. On top of that my employer seems to have decided that a 10 to 12 hour day should be standard and I've had almost no personal time in months. That's partly why my participation here on the forums has taken a steep dive. Thankfully I think I've spotted a dim light ahead so maybe I'm almost out of the tunnel. Just make sure that light isn't a locomotive! Seriously, work/life balance is something that most businesses seem to "know about" but, choose to ignore in the name of profits.
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