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By Jeff Wile (Jswile) on Thursday, July 16, 2020 - 03:39 pm: Edit |
You might want to think about bases (access to, availability thereof.)
The history seems to show several options.
1) full ship yard (example:WYN star system prior to the Natives deciding to nationalize the Orion assets...)
2) theoretical Orion Star base. Possible, but exceptionally rare.
3) Orion Base station. There is a published scenario, might want to consider including it, make the visit contingent on winning the scenario.
4) civilian base, SAMs or COMPL with repair pod. Write a campaign or scenario rule limiting the total number of SSD boxes that can be repaired between scenarios. (Not a hidden base, perse. Just not totally legit and will not inform the police.)
5) use published rules for self repair of damage, but limit the number of times it can be used between actual repairs at a base.
You will need to assess a price for each level of repairs, crawling to a Star base with one working impulse engine, non-tactical warp, 98% of the SSD boxes destroyed Should cost more to repair than showing up undamaged except for half the warp engines Damaged because you used the Orions special ability to hype the engines.
By Douglas Lampert (Dlampert) on Thursday, July 16, 2020 - 04:33 pm: Edit |
Different repair mechanisms are probably unwanted detail.
The question I had about timing on Commander's Options was simply, does it happen before or after you determine the details of the next scenario?
Edited to add: I'd also be concerned that the cartel reputation may be too harsh. At least a few scenarios are ones where I'd expect to take substantial damage with a draw or loss being fairly likely (some are basically equal BPV battles), -1 for a draw and -2 for a loss with only +1 for a win means your reputation is likely to take a hit on any such scenario.
By Steve Petrick (Petrick) on Thursday, July 16, 2020 - 05:35 pm: Edit |
You should review things.
A Light Raider, for example, has three cargo boxes that hold only 75 points of cargo, or roughly 15% of 10 boxes of cargo. A Battle Raider has six boxes of cargo that holds only 150 points of cargo, or roughly 30% of ten boxes of cargo.
Too many of your scenarios involve multiple pirate ships, which means your legendary Pirate Captain has convinced all of the captains of the other ships to "die" for him so that he can become a legend. That is to say that the player will sacrifice other pirate ships so that his own ship survives. Trojan Shuttle 1, Race to the Base, Operation Cutthroat, Wolf in Sheep's Clothing are all low risk scenarios where you can let the other ships be expended in if necessary suicidal attacks while your ship hangs back to reap the rewards.
I am not attempting to be mean here, you have taken a chance at formulating a campaign and posting it, and it is a good effort.
By Shawn Gordon (Avrolancaster) on Thursday, July 16, 2020 - 06:25 pm: Edit |
SPP:
I am confused about the goal here then, should it be the case that there are no scenarios which involve multiple pirate ships?
I can certainly work with that criteria, but I need to know that it is in fact the criteria.
Because currently only the Organised Crime scenarios involve multiple pirate ships on the player's side. That makes only 2/10 of the scenarios ones where you are cooperating with other pirates, and actually less than that since some items on the Organised Crime chart are single-ship endeavours.
What proportion of the scenarios should involve multiple pirates on the player's side? Is it zero? Is it 2/36 probability on the Organised Crime chart? 18/36 probability on that chart?
By Jeff Wile (Jswile) on Friday, July 17, 2020 - 09:03 am: Edit |
Part of the challenge of piracy is the lack of a “national borders” with regular refueling and repair facilities. Accumulated damage WILL degrade the ships ability to perform in any set of scenarios.
I am not saying that a complicated and comprehensive system of repair procedures are needed. But there should be some accommodation for not having a BATS or a Star Base Available within range all of the time. Sometimes a pirate raider is going to be limited to just the resources aboard ship.
Those Orion Pirate captains that cripple their ship in every action hyping engines SHOULD pay a higher price than the captains that still achieve the goals without having to use the full power bonus of hyped engines.
Perhaps there should be a higher economic price for repairs during those times when there is no access to an Orion Base?
By Steve Petrick (Petrick) on Friday, July 17, 2020 - 03:05 pm: Edit |
Shawn Gordon:
The concept of an Orion Captain's Game is that it is about the Captain and his ship. Not the captain acting as a commodore commanding a squadron of ships.
Look at the Captain's Game (U2.0). There are nine scenarios, four of which are monsters, two of which are duels, one of which is a base defense and one of which is surprise reversed. All ONLY INVOLVE THE CAPTAIN'S SHIP on the Captain's side (except base defense). There is no other ship to score damage on (other than the base in the base defense scenario).
It is the "Captain's Game," not the "Commodore's Game" with multiple ships commanded by the captain.
So, an Orion Captain's Game should not involve him commanding multiple pirate ships.
By Steve Petrick (Petrick) on Friday, July 17, 2020 - 04:22 pm: Edit |
NOTE: I do not think an Orion Captain's Game should involve any monster scenarios per se. The only terms under which an Orion Captain can be expected to engage a Monster are basically "Tough Luck" (the situation does not allow the Orion any means of escaping the monster without fighting), Mercenary Contract (probably not to stop the monster, but when he took the contract there was not a monster on the scanners, now that a monster has shown up, honoring the contract to defend the location is a problem), or he has a chance to gather scientific information to sell without necessarily taking a risk.
We are talking about Orions here.
So scenarios come down to:
Basic Piracy.
Raiding a mining planet.
You can do race for the base adjusting for one pirate ship and the pirate ship's size.
You can duel a police forces ship.
You can duel an Orion ship (question of franchise)
You can do base defense (attackers are Orions from a neighboring cartel or law enforcement).
Again, adjust for size of your ship in all cases, and so on.
By Matthew Cicero (Maldus) on Friday, July 17, 2020 - 08:58 pm: Edit |
What about steal technology? Must board and successfully "raid" a particular box or two on a ship and escape/not die. Could be a convoy so you need to find the right freighter.
By Shawn Gordon (Avrolancaster) on Saturday, July 18, 2020 - 10:49 am: Edit |
SPP:
Thank you very much for your feedback and clarity.
I'll rework what I posted to align with what you've specified here.
By Steve Petrick (Petrick) on Saturday, July 18, 2020 - 01:35 pm: Edit |
Shawn Gordon:
Please do not take what I said as "dictating what must be." It was basically stream of consciousness getting to a point. It is just that Orion Pirates operated within a cartel system, and some (not all) ships are owned by the Cartel, and some ships are independent operators. A given Orion Captain can be ordered by the Cartel to perform certain tasks (which might include ganging up to raid a well defended target, or operating with fellow Orions as a Mercenary Squadron in support of an empire's lawful forces, or for any of a number of other missions).
But an Orion "Captain's Game" should just be the Orion Captain and his ship.
Okay, I looked at it and said the outcome should be promotion, but that was just me. You should not feel bound by that, it was just spit balling ideas. I said 15 scenarios, but the Captain's Game had only nine, which shows I did not check at the time (and, again, I do not see Orions fighting monsters per se).
So, what does a "Day in the Life" of an Orion look like?
When it comes to size classes, I thought that the Campaign should have multiple options. Play with a Light Raider, play with a Raider Cruiser (with obvious increased defenses), but the game has been greatly expanded since then. (DW, BR, DCR, BC, BCH, to name just a few), and I thought the campaign should be expanded to allow the player the option of starting with any ship. (But the concept of starting with a Light Raider and working your way up to the Cartel Enforcer should be an option, but perhaps that it too difficult).
But really, the ONLY thing I was being specific about is that a Captain's Game should just be about the captain and his ship.
By Steve Petrick (Petrick) on Saturday, July 18, 2020 - 04:06 pm: Edit |
The other thing about an Orion Captain's Game is that the scenarios by their very nature have to be situations where "something went wrong."
Orions, by their very nature, are "risk adverse." They are not in it for the Glory. They are in it for the Cash. The Filthy Lucre. So, yes, rolling up on a Freighter traveling alone and screaming "Stand and deliver!" is the Orion way. Does not get the spiffy paint job on his pirate ship scratched. The Freighter by itself knows no one is coming to rescue him and just transferring the cargo is a good idea so he will not get killed and it is what insurance is for.
Same for a mining planet.
So, no reason to play.
So the scenarios have to be where "something went wrong (tm)."
The Police showed up early. The 508th Marine Battalion was in transit and dropped off on the planet with the mines and you did not find out until you had landed.
And so on.
By Gregory S Flusche (Vandar) on Saturday, July 18, 2020 - 06:37 pm: Edit |
So around 10 sceneries were things went wrong. The
Navy ship showed up or were did that Monster come from. Wait we were not pouching on that other Cartel? were we?
Then give the pirate player a set amount of cash
/credits or what have you from the raid that did come out right. If He/She can survive the OH OH battles and maybe even get some cash/credit or what have you. Then the player moves up or buys a bigger ship. Or has to use the basic cash/Credit to fix the ship and well.
win is can you advance or at least break even
By Shawn Gordon (Avrolancaster) on Tuesday, July 21, 2020 - 01:35 am: Edit |
I’ve incorporated some of the feedback, and removed the scenarios that involve more than one ship.
Here’s version 2:
UX.X The Orion Pirate Captain’s Game
This is a campaign intended to be run multiple times with the same captain, and possibly the same ship. Running the ten scenarios takes five years of time. The campaign represents the career of an Orion pirate in five-year intervals. Some features carry over from five-year run to five-year run. Stop running the campaign when the Orion pirate loses, or accumulates enough wealth to retire on a pleasure colony somewhere out of the prying eyes of the law.
First, a year should be selected. The campaign can plausibly be set as early as Y130 and as late as the SFB setting goes with some adaptation, although it was designed to serve the period of Y140-Y180. Pick a year divisible by 5. Each time the Orion Pirate’s Game is run, it covers a five-year period.
Second, and only once during the entire Orion Pirate Captain’s Game (not a five-year run, the whole thing), the Orion pirate identifies his home cartel and three zones that he operates in. These operating zones must be within the territory of the cartel (for example; Lion Cartel, one zone within Kzinti territory, two within Federation territory. Another example; Hamilcar Cartel, one zone within Hydran territory, one within Klingon territory, and one within Federation territory). These operating zones form the basis of all piracy scenarios.
Third, the Orion Captain should select his starting ship. The intended progression of this campaign is to start as an LR, then purchase a CR and so on. For added challenge an Orion pirate captain could start with a weaker ship. For a player looking for more oomph from the get-go, they can pick a stronger ship.
The following scenarios comprise the Orion Pirate Captain’s Game:
Scenario Number | Scenario Name |
UX1.0 | "Piracy" |
UX1.0 | "Piracy" |
UXX | Organised Crime Chart |
UXX | Adventuring Chart |
UX1.0 | "Piracy" |
UX1.0 | "Piracy" |
UXX | Organised Crime Chart |
UXX | Adventuring Chart |
UX1.0 | "Piracy" |
UX1.0 | "Piracy" |
Die Roll | Scenario Number | Scenario Name |
2 | SG1.0 | "Duel" (vs Orion of same class) |
3 | SG4.0 | "Basic Piracy" (Capture Q-Ship) |
4 | SG3.0 | "Base Defense" (Orions) |
5 | SG3.0 | "Base Defense" (Police) |
6 | SG1.0 | "Duel" (vs Police) |
7 | SG85.0 | "False Economics" |
8 | SG52.0 | "Raid on a Mining Planet" |
9 | SH131.0 | "Hijacked!" |
10 | SH58.0 | "Starhunt" |
11 | SH35.0 | "Into the Rings" |
12 | SH67.0 | "Diplomatic Immunity" |
Die Roll | Scenario Number | Scenario Name |
2 | SG1.0 | "Duel" (vs Orion of same class) |
3 | SG35.0 | "A Question of Franchise" (vs Orion of same class) |
4 | SG6.0 | "Pursuit Into the Asteroids" |
5 | SH191.0 | "Returning to the Scene of the Crime" |
6 | SG28.0 | "Raid on a Survey Camp" |
7 | SH47.0 | "The Stasis Box" |
8 | SG52.0 | "Raid on a Mining Planet" |
9 | UXSX | "Rob a Space Bank" |
10 | SG1.0 | "Duel" (as a merc against a navy ship of similar BPV) |
11 | SH2.0 | "The Surprise Reversed" (as a merc) |
12 | SMX | Monster Scenario |
Pirate Ship BPV | Number of Ships Selected by Each Player | Expected Freighters per Raid |
less than 90 | 5 | 1 |
90-100 | 10 | 2 |
Over 100 | 15 | 3+ |
Year | Skids? | Ducktails? |
<Y140 | No Skids | No Ducktails |
Y140-Y145 | 1 Skid or Ducktail | |
Y145-Y-150 | 1 Skid | 1 Ducktail |
Y150-Y160 | 1 Skid | and 1 more Skid or Ducktail |
Y165-Y170 | 2 Skids | 1 Ducktail |
Y170-Y175 | 4 Skids | 2 Ducktails |
Y175-Y180 | 6 Skids | 3 Ducktails |
Y180+ | 12 Skids | 6 Ducktails |
By Jeff Wile (Jswile) on Tuesday, July 21, 2020 - 07:24 am: Edit |
UXSX “Rob a Space Bank.”
If I may make a suggestion:
A “Space Bank”, as a concept makes little sense. Cargo are tangible items or commodities, not money. There is no particular reason to stockpile commodities Or stored drones, crated shuttles, spare parts, mines, etc.
However, a depot, or shipping distribution hub might be a reasonable thing to establish. In the Federation, after year 155, there was no longer a single civilian freight system. (See the Federation Express Corporation article in Captains Log or GURPS PD.)
Such a depot would be where smaller/regional freighters or shipping companies deliver cargo, pick up cargo that was shipped from outside of their operating regions to be delivered to a customer inside their region (or vice versa).
All empires (except the Andromedans) would use these depots. At a guess, each empire would have one near (well, nearish) to a star base. In the case of the Federation, that means 13 shipping depots/cargo transit hubs. Other empires fewer.
Think of them as sort of like a cooperative system funded by the various freight companies. Means they use “jobbers” to distribute cargos. ((Sort of like a Dispatcher. These people handle the contracts between the shippers and the end receiver of cargos.). Another example is how real world railroads work. The rail roads own the rail cars (box cars, flat cars, tanker cars etc.). Manufacturer A sells 25 cargo boxes of liquid “obtainium” to be picked up for shipment by regional freight company Alpha. Alpha loads a small freighter, from the manufacturer facility on Mars, in the Terran star system. The purchaser (and the party that pays the shipping costs) is a different manufacturer called B. B is located on a planet near the Fed Kzinti neutral zone.
Since Alpha freight company only operates in or near The Fed home worlds, it delivers the cargo to a depot at a near a star base closer to the destination, and pockets a portion of the shipping fees.
This depot (call it depot Aquarius.) receives the cargo at its “space bank” and Freight company Beta picks up the cargo pod (25 cargo box capacity) and delivers it to the next depot closer to the destination. Let’s call it Depot Taurus.
And so forth.
There are real world examples of these kind of depots.
Farm cooperatives buy grain from farmers. Store the gran in silos (think really big grain bins.) often these are located near railroad tracks or on rivers that barges can operate. (Some times, grain trucks are used to ship the grain to a loading dock at a rail head or river loading Dock.)
Or tank farms. Pipelines are used to send petroleum or natural gas to a storage depot, that loads the material on to tank cars for railroads, or tank barges for river shipping, or Tanker truck trailers for shipping via roads.
Sometimes, delivery in the real world goes to foreign nations. So the tankers (rail, river, truck) sent to a sea port where real world ships ship the product.
But as a concept,not all cargos are fungible, so the idea of a “space bank” doesn’t really work to the extent that all cargos are the same. Think about a buyer needing apple computers that only run apple proprietary software. Delivering windows 3 software computers with Russian keyboards is not an acceptable substitute.
By Jeff Wile (Jswile) on Tuesday, July 21, 2020 - 12:53 pm: Edit |
One real world history thing.
During the Ardennes offensive (battle of the bulge, December 1944.) one of the tactical objectives was to “liberate” gas and diesel fuel from the Allied supply system. The Germans were short of the total amount of fuel to realize all of the tactical objectives, which if they could secure, would extend the war perhaps another year, if not gain a negotiated settlement. (Remember German leadership was delusional by that time. There is little chance of a strategic German victory.)
In the case of the Star fleet Universe, logistical distribution networks, such as I suggested above, represent opportunities for Star empires to plunder their neighbor empires of all manner of commodities, equipment, spare parts fuel etc.
Perhaps one of the hidden Klingon goals of the General war was to balance decades of trade deficits by stealing every thing not nailed down, (and a few that were firmly nailed down...) including merchant freighters, cargo pods, ground and orbital bases (SAMs, Commercial platforms, ) APT, FT, PT etc.
Just a thought....
Think of it as the Russians did during and after WW2 when the carried away whole factories from Germany back to Russia. Heck, the Russians towed an incomplete aircraft carrier Filled with plunder back to Russian port.
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