[GZG] New Ideas for theming your own ships
From: "john tailby" <John_Tailby@x...>
Date: Wed, 23 Nov 2005 20:31:44 +1300
Subject: [GZG] New Ideas for theming your own ships
For our next campaign we are looking at allowing people to create their
own
technology sets. We have found that if you allow people access to the
"human" technology they get a huge tech base compared to the other races
that have a very narrow base.
So here is what we are thinink of letting people do.
Each player gets 12 slots to fill with weapons and equipment.
Basic packages
Everyone gets
4 row hull
Firecontrol
FTL
Normal Drive
Standard sensors
Armour
If Organic technology the player also gets generators.
To upgrade drives to advanced costs people 4 slots
For weapons and other equipment
If the weapon comes in classes purchasing the technology gives the
player
access to all the weapon classes.
Weapons that use the torpedo to hit mechanism also come in the option
of
extended range (range bands +50%) for double mass or short range (Range
bands reduced by 33% and mass halved)
Weapons that cost 3 points per mass cost 1 slot.
Weapons that cost 4 points per mass use up 2 slots
Weapons that cost 5 points per mass use up 3 slots.
Other exceptions
Plasma bolts use up 2 slots
Stealth fields or hulls take up 2 slots only.
Other technology ideas
Advanced FTL
Level 1 cost +1 per mass of FTL drive
Scatters only D3 and is only affected by other objects if within 3"
Level 2 Cost +2 per mass of FTL drive
Does not scatter
Unaffected by presence of other objects.
So if people want to take the hugely popular advanced drives they have
to
give up most of their technology slots and so end up with a very limited
selection of weapons.
One other thing if you want to use emp or needle warheads on MT
missiles
you need to have access to that technology.
Each Fighter type should cost 1 slot and each modification, (heavy,
fast,
long range or missiles costs one slot)
has anyone done anything simialr to this and if so how did it go.
Thanks
John
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