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Post by Deleted on Dec 30, 2018 15:14:08 GMT -7
So, how would you cats simulate a ship equipped with the M-5 Computer?
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Post by thescreamingswede on Dec 31, 2018 0:06:58 GMT -7
I have actually run this as an RPG episode AND as a ship to ship scenario.
It is apparent that the M-5 unit was basically an additional operating system more than it was the core computer of the Enterprise, so I didn't allocate any additional weight or superstructure for the unit however it did take one power point to operate. If that power point was not allotted none of the following perks would count. So for example the ships engines ceased to function (i.e. were blasted to scrap and generated no power) the M-5 would also cease to function (basically the real only way to defeat the M-5 without blowing it up).
First off it wouldn't enhance any of the operating abilities of any ship it was in control of, like improving MPR, SPR, or D/WDF. What is should do however, is have a far greater ability to maximize any bonuses a normal crew efficiency check would give. To represent this I gave the M-5 equipped unit a 100% Crew Efficiency, meaning that:
A: any repair roll was an automatic success, but it could only still repair one system per phase and the normal degradation applied until the system could no longer be repaired (Weapons could only be repaired once, for example). B: the vessel received the best bonus for each possible subsystem bonus (i.e. maximum extra power, maximum firing bonus, maximum shield bonus, Sensors, etc). This also applied to Superstructure and Engine repair (through the use of the ships automated repair systems). C: (and this applied only to our House Rule) any power dump/transfer from one system to another was instantaneous.
Secondly, the computer was also programmed with the full tactical knowledge available for the Federation as well as all the known space faring races ever discovered to that point. This effectively gave the ship a 100% Captains Rating, giving it the Tactical Advantage whenever the movement points between ships were tied. We had a House rule that expanded the use of the Starship Tactics skill, but it was used more in RPG situations.
Lastly, casualties were irrelevant.
With these in place, facing an M-5 equipped starship was a dicey proposition. It reacted faster, knew more, adapted quickly and in general greatly improved the operation of any ship. Smaller vessels that we tried it with were able to outfight much larger vessels one on one and were able to wreak considerable havoc on multiple ships of similar class.
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Post by starcruiser on Dec 31, 2018 8:33:16 GMT -7
Sounds like a reasonable solution...
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Post by Deleted on Jan 1, 2019 12:38:44 GMT -7
I have actually run this as an RPG episode AND as a ship to ship scenario. It is apparent that the M-5 unit was basically an additional operating system more than it was the core computer of the Enterprise, so I didn't allocate any additional weight or superstructure for the unit however it did take one power point to operate. If that power point was not allotted none of the following perks would count. So for example the ships engines ceased to function (i.e. were blasted to scrap and generated no power) the M-5 would also cease to function (basically the real only way to defeat the M-5 without blowing it up). First off it wouldn't enhance any of the operating abilities of any ship it was in control of, like improving MPR, SPR, or D/WDF. What is should do however, is have a far greater ability to maximize any bonuses a normal crew efficiency check would give. To represent this I gave the M-5 equipped unit a 100% Crew Efficiency, meaning that: A: any repair roll was an automatic success, but it could only still repair one system per phase and the normal degradation applied until the system could no longer be repaired (Weapons could only be repaired once, for example). B: the vessel received the best bonus for each possible subsystem bonus (i.e. maximum extra power, maximum firing bonus, maximum shield bonus, Sensors, etc). This also applied to Superstructure and Engine repair (through the use of the ships automated repair systems). C: (and this applied only to our House Rule) any power dump/transfer from one system to another was instantaneous. Secondly, the computer was also programmed with the full tactical knowledge available for the Federation as well as all the known space faring races ever discovered to that point. This effectively gave the ship a 100% Captains Rating, giving it the Tactical Advantage whenever the movement points between ships were tied. We had a House rule that expanded the use of the Starship Tactics skill, but it was used more in RPG situations. Lastly, casualties were irrelevant. With these in place, facing an M-5 equipped starship was a dicey proposition. It reacted faster, knew more, adapted quickly and in general greatly improved the operation of any ship. Smaller vessels that we tried it with were able to outfight much larger vessels one on one and were able to wreak considerable havoc on multiple ships of similar class. OK. Cool (I do like where you went with this), but now I am wondering if the ship should have more power available since the M-5 shut down so much life support.
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Post by krebizfan on Jan 1, 2019 13:34:13 GMT -7
I would not go with massive power savings from shutting down life support because that would lead to players arguing that normal ships could get the same bonus by placing the crew in spacesuits.
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Post by thescreamingswede on Jan 1, 2019 13:38:38 GMT -7
I had thought about that when I came up with the rules set for the M-5 scenario, however since Life Support wasn't something that was considered in the power distribution of the game, I chose to ignore it. I could see maybe garnering an extra point or two, however allowing the M-5 to get the maximum allowable extra power from its always successful Engineering check, I went with that as being the extra power from a shut down life support system.
I should also clarify the House Rule we had regarding the expanding of the Captain's Tactical Skill. In our games, which were mostly RPG anyway, everyone rolled against their Strategy/Tactics skill after power allotment. Whomever won by the greatest margin of success was allowed to quickly change his/her ship's movement stat, garnering them the tactical advantage of moving last if they so desired. They were only allowed to change the ship they commanded however if they were in charge of a fleet of ships.
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Post by Deleted on Jan 3, 2019 15:17:34 GMT -7
OK... I may have to watch the episode again.
But game-wise, I think you have the right method for simulating the M-5.
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Post by pericles on Jan 4, 2019 12:03:45 GMT -7
I like your take on the M-5 Swede. I do have one question, given M-5's tactical skill and the on screen evidence, wouldn't there be a bonus to hit with weapons? It seemed like whenever M-5 fired, it hit.
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Post by tinker on Jan 5, 2019 6:55:53 GMT -7
I had thought about that when I came up with the rules set for the M-5 scenario, however since Life Support wasn't something that was considered in the power distribution of the game, I chose to ignore it. I could see maybe garnering an extra point or two, however allowing the M-5 to get the maximum allowable extra power from its always successful Engineering check, I went with that as being the extra power from a shut down life support system. I definitely prefer this. Trying to add in power for life support (and other minutia) just adds an unnecessary level of complexity to an otherwise streamlined and enjoyable game. Nice rules.
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Post by tosfan1956 on Jul 6, 2019 8:11:29 GMT -7
I like your take on the M-5 Swede. I do have one question, given M-5's tactical skill and the on screen evidence, wouldn't there be a bonus to hit with weapons? It seemed like whenever M-5 fired, it hit. Was going over some old posts and found this M-5 discussion. I think, since almost all targeting is computer assisted, giving M-5 a +1 to hit at all ranges would fit in with it’s increased abilities to control the ship
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Post by pericles on Jul 28, 2019 17:02:29 GMT -7
Going by the on screen evidence, I'd say at least +2 if not +3. I know that's very powerful, but it is a one off system.
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Post by Deleted on Aug 10, 2019 14:00:26 GMT -7
Seems like a successful skill roll for each of the following should be permanently applied to an M5-equipped vessel:
Science Officer: +04 Shield points because the M5 diverted power from life support to engines, shields, and weapons. Science Officer: -5% to crew damage, since the M5 replaces most of the crew . Chief Engineer: 02 Extra Energy since the M5 diverts power from life support to engines, shields, and weapons. Helmsman: -1 to die rolls to hit because the M5 did not seem to miss in the episode.
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Post by tinker on Aug 12, 2019 4:52:27 GMT -7
Seems like a successful skill roll for each of the following should be permanently applied to an M5-equipped vessel:
Science Officer: +04 Shield points because the M5 diverted power from life support to engines, shields, and weapons. Science Officer: -5% to crew damage, since the M5 replaces most of the crew . Chief Engineer: 02 Extra Energy since the M5 diverts power from life support to engines, shields, and weapons. Helmsman: -1 to die rolls to hit because the M5 did not seem to miss in the episode. Perhaps a little less complex would be the M5 never has to make any skill proficiency checks - it automatically passes them. So it will always be able to add power to shields, get extra power from the engines, etc.
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Post by tosfan1956 on Aug 13, 2019 20:35:15 GMT -7
Maybe after taking hits that “rattle” the bridge such rolls would seem appropriate?
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Post by tinker on Aug 14, 2019 4:51:28 GMT -7
Maybe after taking hits that “rattle” the bridge such rolls would seem appropriate? It should be immunne to Bridge and Engineering hits. After all, no crew are involved in the operation of the ship.
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Post by tosfan1956 on Aug 14, 2019 18:31:59 GMT -7
Maybe after taking hits that “rattle” the bridge such rolls would seem appropriate? It should be immunne to Bridge and Engineering hits. After all, no crew are involved in the operation of the ship. But, many computer components are on the bridge and engineering decks so hits in these areas may affect the efficiency of the M-5 atleast temporarily. I think whatever pluses it receives when fully operational should be reduced as damage is acquired in these areas. It’s like brain damage to the computer. Higher functions become more difficult and eventually even the lower functions of just simply moving the ship from point “A” to point “B” becomes an all encompassing task. So the pluses become minuses. Otherwise, your only option to defeat the ship is to blow it up! And if the ship itself is superior to it’s enemies, that becomes nearly impossible.
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Post by tinker on Aug 15, 2019 4:51:20 GMT -7
The M5 was not located on the bridge - it was in engineering and was able to protect itself from the crew. The Bridge and Engineering hits are supposed to represent the crew being thrown around, injured and killed. Taking precious seconds away from the command and control functions that these areas represent until the crew are resettled or replaced. Other functions lost like maneuver are represented by other damage results.
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Post by krebizfan on Aug 15, 2019 13:06:41 GMT -7
The energy connection to M5 in engineering could be broken so I would still count the Engineering hit. Bridge hit would effectively be a weapon going through the M5 computer. Probably would need a special rule where M5 could place a shield around M5; doing so reduces the amount of power available to other tasks.
The weakness of M5 would be that the smaller crew will have a harder time repairing damage.
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Post by Deleted on Aug 17, 2019 15:53:08 GMT -7
True...
But the M5 automated so well, I'm not sure it needed all those repairs. You have to wonder how much energy was being used just to keep the crew alive.
I really dunno - but it's enjoyable to talk about.
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Post by tinker on Aug 19, 2019 4:49:40 GMT -7
True... But the M5 automated so well, I'm not sure it needed all those repairs. You have to wonder how much energy was being used just to keep the crew alive. I really dunno - but it's enjoyable to talk about. Good point. The M5 was able to attack other Federation ships - obviously without the aid of the crew and operated more efficiently.
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