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Author Topic: Interest in a homebrew starship-based tabletop?  (Read 2577 times)

Girlinhat

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Re: Interest in a homebrew starship-based tabletop?
« Reply #15 on: October 18, 2016, 11:41:30 pm »

I've considered this, and it relates a lot to D&D in a way.  It's actually not only very easy to gather and process materials in space, it's easier than on a planet!  It's possible to take an ore, like a chunk of asteroid, burn it into a gas, and separate the gasses to get pure metals, and this is possible on a dining room table, and it scales up to industrial size.  It's in fact very easy to find rich asteroids and harvest them.  But... it's very easy.  What makes you think everyone isn't doing it?  Everything is claimed by a company or government, or it's so far out it's lawless, and then you have to deal with space pirates and amoeba and everything else.  If it's not claimed, there's probably a good reason.  Same as in D&D, 'why don't I just cast this spell and ruin the local economy with 10 foot poles?'  Because someone already tried that.

You most certainly can go out away from civilization, but it doesn't mean you're away from people.  It's not even terribly difficult to get the support ship to do so, but it's not just an asset it's a target.  If you enjoy having a mobile construction platform, imagine how much a pirate would enjoy having one!  Or imagine how tempting that target is for horrible space whales.

So you can certainly do stuff, but always imagine "If it's easy, someone else has probably saturated that market."

Also since I'm hoping to do this as a tabletop, I'll be GM'ing a setup, but not keeping people on rails.  More like there's a goal, and how it's achieved is open.

BluarianKnight

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Re: Interest in a homebrew starship-based tabletop?
« Reply #16 on: October 19, 2016, 07:48:26 am »

I like that idea, 'saturation' of the easy ideas. As I look into this system purely because I like the noncombat aspects of it (science/engie ship ho!) I will be very interested how you'll take manufacturing into account into the system.
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Girlinhat

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Re: Interest in a homebrew starship-based tabletop?
« Reply #17 on: October 20, 2016, 10:09:53 pm »

Does anyone have any input on what heat and thermal should look like?  How closely it's monitored and what it does to a ship?

Anvilfolk

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Re: Interest in a homebrew starship-based tabletop?
« Reply #18 on: October 20, 2016, 10:14:26 pm »

Does anyone have any input on what heat and thermal should look like?  How closely it's monitored and what it does to a ship?

Battletech has a nice system worth looking into. Tasks (movement, weapons, systems) create heat, and the ship can dissipate some (depending on ship structure), but the more you accumulate, the more maluses to more things you get.

You could make it a per-module thing, with strong heat passing along to adjacent structures depending on some conductivity factor. And each tile/system would have its own maluses for heat. Maybe certain parts would need to be kept super cool or, y'know, reactor explosion. So you'd have refrigeration tiles around the reactor, and maybe keep the weapons/thrusters away from them. If a refrigeration tile got hit, heat could seep in through there, slowly but surely.........

thegoatgod_pan

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Re: Interest in a homebrew starship-based tabletop?
« Reply #19 on: October 20, 2016, 10:46:25 pm »

I'd also recommend you check out "Space Alert" for inspiration: it is a really fun game, and does something rather different (picking up on the idea you scrapped) each player is a member of the crew on a mission and has to decide on 12 steps/actions their avatar will take and or perform, in three timed stages, where the actions you take in each stage become set in stone for the next stage.

 Most games play out with everyone shouting at once, while the accompanying CD announces ever new threats coming turn 4 or 7, everyone deciding they did everything right, and then, once the game is over and the resolution phase has begun, discovering that the person in charge of firing the guns fired them before the threat appeared and ran out of ammo, by the time the threat was in range, the person in charge of maintaining the power reactors ran the wrong way and charged the wrong side of the ship, and the person in charge of running the robot squad to clean out the alien infestation didn't communicate properly, so another player took the robots to the wrong part of the ship, and they are in the center deck watching the approaching meteor out of the window and presumably eating popcorn.
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Tiruin

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Re: Interest in a homebrew starship-based tabletop?
« Reply #20 on: October 20, 2016, 11:08:03 pm »

Does anyone have any input on what heat and thermal should look like?  How closely it's monitored and what it does to a ship?
I first read this in a non-tabletop context (since I lack any context on how these mechanics work) >_> and was about to post a lot about radiators and ship-design are also crucial to its performance in space regardless of the manner of acts it undertakes (as the design enables the limitations of the ship activities, with a direct-proportional scale being used in that method if the action is extremely taxing). Oops. :-[
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Neonivek

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Re: Interest in a homebrew starship-based tabletop?
« Reply #21 on: October 20, 2016, 11:22:03 pm »

I actually will tell you not to get into Battletech...

The biggest problem with that system is that its books are TERRIBLY HORRIBLE set up... With rules, sometimes important rules, spread across nonsensically across several books.

And trust me... I am a HUGE fan of it... When it is all set up the game is amazing fun.

Yet it is like the creators actively don't want anyone to play.
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Girlinhat

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Re: Interest in a homebrew starship-based tabletop?
« Reply #22 on: October 29, 2016, 01:42:05 am »

Small bump.  Been doing some idle thinking over the days, and think I'm going for a room-based setup.  The ships are split into different rooms, which are literal divisions between floor spaces.  Each room tracks its temperature and air pressure, and if the player desires can track its own crew separate from the global crew.  This way you could have specialized engineers but your 20 gun ports are manned by below-average mooks.  Heat would transfer from one room to another, based on how many walls they share and what the walls are made of.  Radiation would mostly spread globally from its source, unless a specific room or direction was shielded, so it wouldn't follow room designations.

Crew is the next issue to me.  'Normal' crew would be generic labor from the docks or barracks.  They must be fed and payed, from the ship's inventory and from your credit stack.  'Conscripts' might come from an area with required military service, where you must feed them but not pay them as much, and would be poor, with -1 to dice rolls, for instance.  'Slaves' could be acquired, needing only food, but have obvious problems, like chances of rebellion/subterfuge, and other people disliking you.  Certain plant-like crew might be gained, not needing traditional food but they still want money.  Or perhaps robotic androids, or just no crew and run it all on automated systems, which would be cheaper, but require higher maintenance and not be as flexible.

To keep things simple, one room could have one grade of crew performing a job, grouped as one cluster.  For instance you could have a gunnery crew of 4.  One is a spotter, one is the shooter, and two handle loading and maintenance.  But they aren't handled as individuals, they're treated as one cluster of +2 spotting, +3 shooting, +1 reloading speed, +1 repair rate.  If you decide you need to add someone new, because you need a new spotter working, then you'd average their skills out.  So that 4 becomes 5, and your new grade on spotting is 4/5 of what it was, so it's only 1.6, and your shooting is now 2.4, and load and repair are .8.  But if you brought in a new spotter who was already grade 2, then the spotting would remain at 3, because it averages the same.  If a crew grouping has dropped in value, but is still relatively close, it'll regain at a higher rate back to what it used to be - retraining is faster than new training.  But if too much of the crew is lost and replaced, or if you add too many at once to a group, then it takes a while to train everyone up.  Additionally, moving crew from one area of the ship to another existing area puts a morale penalty - if you think you can meta-game by moving crew around and playing with averages, you just get dice roll penalties for a while anyways.

Because crew is separated by rooms, you can have a group of crystalline entities working one of the weapon rooms, and if there's a hull breach they won't die from loss of atmosphere, while further in the ship you have a group of humans working engineering because they're great engineers, and have a group of aliens working on piloting because this particular ship isn't maneuverable and you can get cheap alien crew who's not very good.

TL;DR - You can have a 'global' crew that works across the ship, or have 'room' crew in specific systems.  Crew ability, feed rate, and pay rate change by race and by skill level.  Crews are averaged, without individual units.

Anvilfolk

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Re: Interest in a homebrew starship-based tabletop?
« Reply #23 on: October 29, 2016, 10:29:29 am »

Sounds like an awful lot of book-keeping right now - are you thinking of implementing some of it in code?

Girlinhat

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Re: Interest in a homebrew starship-based tabletop?
« Reply #24 on: October 29, 2016, 10:43:56 am »

Yeah, I'm quickly coming to terms that this is all probably far too much for a tabletop.  Ideally it's all simple enough to keep in your head and act intuitively, but also it's probably too many numbers to leave it down to math by hand...
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