Tech Breakdown/levels for Campaigns......
From: Charles Choukalos <chuckc@b...>
Date: Thu, 14 Jan 1999 16:11:31 -0500
Subject: Tech Breakdown/levels for Campaigns......
A ways back, I posted to the group to see if anyone had any ideas for
tech levels within campaigns. After sifting through the responses and
hacking various bits and pieces... (okay, I forgot who added what here,
but to the dude who brought up the tech/science area, and the idea of
double mass ....... big kadoozes!!!!)
So here's my thoughts:
FTFB -> Tech Level's and BreakDowns
(charts read TechLevel Pts Benifit
FTL Drives Research:
1 0 Sublight Drives Only
2 250 Slow FTL Drives
3 500 Normal FTL Drives
4 750 FTL Tender Drives
5 1000 Fast FTL Drives
Materials Research:
1 0 Fragil Hulls only
2 100 Weak Hulls
3 250 Average Hulls
4 500 FTFB Hull Armor/Heavy Fighters
5 750 Strong Hulls
6 1000 Very Strong Hulls
Construction Research:
1 0 Mass 40 hulls / Partial Streamlining
2 50 Full Streamlining
3 100 Mass 60 hulls
4 250 Mass 100 hulls
5 500 Mass 150 hulls
6 750 Mass 200 hulls
7 1000 Mass 400 hulls
8 1250 Mass 800 hulls
9 1500 Mass 1600 hulls
10 2000 Mass 3200 hulls
Beam Weapons:
1 0 PDS
2 50 Class-1/Attack Fighters possible
3 100 Class-2
4 300 Class-3
5 400 Ortillery
6 500 Class-4+
7 750 HBS
8 1000 AHBS
Pulse Weapons:
1 0 None
2 250 Pulse Torpedos/Torpedo Fighters
3 750 (Wave Gun)*
4 1250 (Nova Cannon)*
Kinetic Research:
1 0 MineLayer
2 50 Basic Missile (MT nuclear)
3 100 Sub Munition Packs
4 200 EMP Missile
5 300 Needle Missile
6 500 Salvo Missiles (Std)
7 750 Salvo Missiles (ER)
Power Systems Research:
1 0 Thrust-2
2 50 Thrust-4
3 250 Thrust-6
4 500 Thrust-8/Fast Fighters
5 750 Thrust-10
6 1000 Thrust-12+
Sensors/Screen Research:
1 0 Firecon
2 100 Minesweeper
3 200 ADFC
4 250 Needle Beam
5 500 Screen-1
6 750 Screen-2
7 1000 Cloaking Field
8 1250 (Screen-3)* [ just like in FT ]
9 1500 (Reflex Field)*
Miniturization Research:
1 0 Double Component Sizes
2 100 Standard Sized Components
3 250 Standard Fighters Available
4 500 Advanced Fighters Available (Interceptor,Long-Range)
5 750 1/2 Size Components (1/2 Mass, cost=6*mass)
Gravimetrics Research:
1 0 No Gravity control (limited Thrust-2/Vector Movement)
2 100 Light Gravity Control (limited Thrust-6/Vector Movement)
3 250 Normal Gravity Control (Vector Movement)
4 500 Light Inertial Dampers (Vector Movement, Full Thrust for
Rotation/push)
5 750 Inertial Dampers (Cinematic Movement, 1/2 thrust for
turns)
6 1000 Advanced Inertial Dampers (Cinematic Movement, Full
thrust for turns)
New Weapon Systems
------------------
HBS (Heavy Beam Systems - Ala Babalon 5)
Rated like a Beam system, but Mass is Double the equivilent Beam
Battery.
In addition, HBS has only 1 arc. Add an additional 1/4 base mass of
HBS
for each additional arc (3 max).
Cost is 3*mass taken up by the system.
Range
ToHit 8 16 24 32 40
-------------------
Die Roll 2 3 4 5 6
Damage
base damage: HBS rating*3
Damage roll(1 die): if roll > (6 - (HBS rating - 1)) then
Damage = base damage*2
Damage to Target = Damage - (Level of Targets Shields)
Target then takes 1/2 damage to armor, 1/2 to hull.
Limitations
Can only fire at most 2 of the Highest Rated HBS on a vessel
based
on the following stipulations.
Firing 1 HBS reduces available thrust by 1/2.
Firing 2 HBS eliminates all thrust available.
Vessels with HBS systems that are rated up to 2 lower then the
highest rated HBS on it, may fire those lesser systems without
any
ill effects.
AHBS (Advanced Heavy Beam Systems - Ala Babalon 5/Shadow Type)
Rated like a Beam system, mass is the same as an equivilent beam
battery
plus 1. In addition, AHBS has only 1 arc. Additional arcs can be
purchased based on an additional 1/4 base mass of AHBS per arc.
Cost is 6*mass taken up by the system.
ToHit (Same as HBS system)
Damage 1d6/AHBS rating
Damage to target = Damage - RndUp[1/2*(Level of Targets Shields)]
Target then takes 1/2 damage to armor, 1/2 to hull.
Limitations
Same as HBS system.
Advantages
Can fire as a normal beam of same rating or as an AHBS in a
turn.
Can act as a number of PDS systems equil to its rating in a
turn.
Can be "Overloaded". :
Can fire 1 AHBS on turn and eliminate all thrust available,
or fire 2 AHBS on a turn, and eliminate all thrust
available,
no shields,no other weapons fire (including PDS).
If hit, damage is *150% of normal.
---------------------------------
Races/Empires can be classed based upon the above technologies, to
determine
equipment that they can use with their ships.
In addition, Races/Empires can choose their most advanced ship system or
hull
and create a limited number of those hulls/devices as prototypes.
Prototypes
cost 2*normal, and mass 2*normal of normal systems. Hull construction
limits
are inbetween the current tech level and the next tech level.
Furthermore, any increase in tech immediately take effect for new ship
construction, and (maybe a slight delay) all bases/stations ect see the
effect of the change in technology(free retrofits/weapon regrades).
Existing
ship hulls can be brought in to a space dock/base and be retrofited to
take advantage of the new technology. This will have a cost associated
with
it of the same points for the new equipment ( the stuff being removed
from
the vessel is assumed to be salvaged to offset some of the cost of
retrofit. )
One can't retrofit hull though. It will take (Campaign Determined)
amount of
time to complete a retrofit (I'm suggesting 1 day/mass changed on
vessel).
If players want to utilize a research approach for campaign play, then
Players
can allocate part of their points budget to research any of the fields
they're
interested in. When it reaches the appropriate level, then they will
get
the
tech advance. The points are based on starting resources of around
100-200
pts/turn. The table has not been checked/tested, but is provided as an
idea
towards the above method.
Alternatively, (As I will use in my campaign...) Allow players to
create
their races tech level based on a certain number of points ( say 1500 or
so
for ftfb types ).
I'll Stick with the convention that I'll describe Empires by a code
based
upon
the tech advances in the order that they're written....
Ie, the LameDudes Empire has 500rp worth of tech, their UPF is
2211121121
.
So the LameDudes Can use:
Slow FTL,weak hulls,partial streamlining,max hull 40,pds,minelayer,mt
missle,
thrust-2(vector),firecon,normal sized components.
---------------------------------
Examples:
The LameDudes_Stellar_Frigate
hull:20 weak (4 dp)
slow FTL
thrust-2(vector)
weapons(12):
1*firecon
3*pds
4*Mt_Missle
tmf:20 cost:73
-Or the Evil_Energy_Worm_Dudes---
UPF = 3337113624
Normal FTL,average hulls,mass 60 hulls,screen-2,thrust-6,vector(full
turn),
minelayer,HBS,standard size components
Worm_Star_Cruiser Type I
hull:60 average (18 dp)
FTL
thrust-4(vector)
weapons(24): -Or-
2*firecon 2*firecon
2*pds 2*pds
screen-2 screen-1
HBS-3 (f) 2*HBS-3 (f)
2*class-2 beams (rs,ls) 1*class-1 beams
2*class-1 beams -
tmf: 60 cost: 206
------------
chuck