Archive through August 06, 2007

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: New Scenarios: Orion Pirate Captain's Campaign: Archive through August 06, 2007
By Steve Petrick (Petrick) on Thursday, December 22, 2005 - 05:11 pm: Edit

Scott Tenhoff:

Because SACs are local defense units. They do not leave their systems for deep space. They are inherently short-ranged.

By Scott Tenhoff (Scottt) on Friday, December 23, 2005 - 02:55 pm: Edit

OK, I took a stab at both of the Campaign rules, and the scenario for this.

Here is the Campaign rules, to follow is the scenario.


Campaign Rules:
(UP__.1) Pirate Raider Campaign
by Scott Tenhoff, California and Steve Paul Petrick, Texas
(UP__.2) Year of campaign. Before the campaign starts the players should decide which year they wish to play in. The most common choices would be: Y160, slow drones only; Y166, the transition years for Medium Drones to be used instead of only slow drones; Y175, refits added to most ships and all medium drones; Y178, the transition years for Fast drones to be added; Y180, PFs and Interceptors available for the Reinforcements. Of course other years could be choosen, but the later years would be deadlier and/or more costly for the Pirate player as the likelihood of internals would increase with the more powerful weapons available.
(UP__.3) Pirate Ship. The Campaign starts out with each player owning a single Light Raider. Each player must choose which Pirate Cartel (R?.?) they belong to for Optional Weapon choices. Players may choose the same Cartel if they want, space is vast and their would undoubtedly be multiple LRs within the Cartel “working” the merchant-ships. Each player receives 3 point to purchase Optional Weapon mounts.
(UP___.4) Campaign Victory. This campaign is about looting those docile merchantmen of their goods and making a tidy profit. As such the players must conduct 18 “raids” to capture as many cargo spaces worth of cargo, in total, to see which player is the winner of the campaign. After each scenario played, record down the number of cargo spaces the Orion player was able to move off the map, minus the repair points (Annex #??) needed to repair his ship of any damage, and keep a running total. The player with the largest number of cargo spaces “rescued” is the winner of the campaign.
(UP___.5) Campaign Scenarios. Each scenario will consist of the Orion Light Raider attacking a lone merchantman. Each Light Raider will be fully repaired and restocked since the last scenario (so there is no need to record damage afterwards or drone expenditures). Scenario (SP___.0) shall be used for each scenario.
(UP___.51) Target Merchantman. The Orion player must first determine what “region” of the Cartel’s operating space he is operating in. The Orion player must choose on of the race’s of the Cartel whom he works for and which race he is going to attack, this shall matter for armed Freighters weaponry. Then the scenario is set up, the Freighter player takes a single card from a standard deck of cards (minus Jokers). The card is not revealed to the Orion player, the ship is setup according to (SP___.0). Consult the following chart to see what the Orion’s target shall be.
Red Ace Small Freighter Black Ace Free Trader
Red Two Small Freighter Black Two Free Trooper
Red Three Small Freighter Black Three Armed Priority Transport
Red Four Small Tramp Steamer Black Four Prime Trader
Red Five Small Tramp Steamer Black Five Armed Priority Transport
Red Six Small Freighter Black Six Free Trader
Red Seven Small Armed Freighter Black Seven Free Trooper
Red Eight Small Freighter Black Eight Free Trader
Red Nine Small Armed Freighter Black Nine Free Salvor
Red Ten Small Freighter Black Ten Large Freighter
Red Jack Small Freighter Black Jack Large Freighter
Red Queen Small Armed Freighter Black Queen Large Freighter
Red King Small Q-Ship Black King Large Armed Freighter


If a Red Ace thru Queen, or Black Ten thru King is drawn, the Freighter player will have to roll 2D6 to determine if a Ducktail or Skid has been installed upon the freighter also. On a roll of 2 or 3 a Ducktail has been installed, on a 10 or 11 a Skid has been installed. On a 12 both have been installed on the freighter. The Red King ignores this since a Skid or Ducktail cannot be installed upon a Q-ship.
(UP___.52) Merchantman’s Commander’s Option points. Each merchant-ship shall have 1D6-2 points in Commander’s Option points. The Freighter player should put aside 6 chits numbered 1 thru 6 (like Hydran Fighter counters #1 thru #6) and draw one. This is kept secret until the scenario is over. The Pirate player won’t know how many, if any, Commander Option points the Freighter player has available.
(UP___.53) Commander Option Limitations. Each Freighter is limited to purchasing 2 additional Boarding Parties (1 CO point worth). Freighter-captains just aren’t going to hire more than 2 BPs worth of security on “the chance” of being attacked. To be able to convert 2 crew units (once boarded) to Militia costs 1 CO point, this represents the additional equipment and training civilian merchantmen would have to purchase which would come standard on a military vessel.

By Scott Tenhoff (Scottt) on Friday, December 23, 2005 - 02:55 pm: Edit

(SP___.0) Pirate Raider off the Port Bow!


Orion Light Raiders targeted lone merchantships all the time before governments started forming convoys to protect against military raiders. This is to represent numerous such encounters between a merchantman and a Orion.

(SP___.1) NUMBER OF PLAYERS: 2; the Orion player and the Freighter player.

(SP___.2) INITIAL SET UP
TERRAIN: none
Pirate:
Orion LR enters between 4201 and 4230, at WS-III, heading E or F, speed max.
Freighter:
See (SP___.45), speed 6, WS-I.
YEAR: Year of Campaign

(SP___.3) LENGTH OF SCENARIO: The scenario contin-ues until all forces belonging to one side have been destroyed, captured, or have disengaged.

(SP___.4) SPECIAL RULES
(SP___.41) MAP: Use a floating map. The Orion units can only disengage from B or C. The Freighter unit can only disengage in any other direction by distance. Units which disengage in unauthorized directions or areas are considered destroyed.
(SP___.42) SHUTTLES AND PFs: All shuttles and PFs have warp booster packs if the year selected allows them.
(SP___.421) No ship in this scenario is qualified to carry an MRS shuttle, but in a variant of the scenario where that is possible, they may be purchased [up to the limits in (J8.5)] under (SP___.431).
(SP___.422) There are no fighters in this scenario. In a variant in which fighters are present, use the standard deployment patterns (one EWF for each squadron of eight or more fighters) for EW fighters.
(SP___.423) There are no PFs in this scenario.
(SP___.43) COMMANDER'S OPTION ITEMS
(SP___.431) The Orion LR can purchase additional or special equipment as Commander's Option Items (e.g., T-bombs, extra marines, etc.) up to 20% of its Combat BPV. See (S3.2) for details and exceptions. Note that whatever is spent here counts in the Standard and Modified Victory Conditions (S2.2) as victory points for the enemy. See (SP___.45) for the Freighter player.
(SP___.432) The drone speed shall depend upon the year selected for the scenario. The default year of Y167 all drones are "slow," i.e., speed-8. Medium speed drones (speed 20) are available for purchase as special drones. Each drone-armed ship can purchase special drones up to the historical racial percentages as part of the Commander's Option Items. Note that (S3.2) allows drone ships extra points for this purpose.
(SP___.433) No ship in this scenario normally carries a Prime Team (G32.0), but such Teams are sometimes assigned to various ships. Players may experiment with Prime Teams, perhaps as a balance factor.
(SP___.44) REFITS: are available if the year selected allows them.
(SP___.45) Target freighter. The merchantship target for this scenario is decided by (UP___.51). It’s Commander Option points are determined by (UP___.52). If not playing (SP___.0) as part of a campaign, the freighter player may choose any one ship from the chart as his ship, and determine it’s Commander’s Options as (UP___.52) describes.
(SP___.451) Cargo Bays. Each cargo bay holds 25+4D6 cargo spaces. This rule only really matters if the Freighter escapes (SP___.47) and victory point purposes.
(SP___.46) Police Reinforcement. The Police are sending a ship to rescue the beleaguered merchantman. Beginning Turn 5, roll 1D6, on a 6 the Police reinforcement (SP___.461) arrives. On Turn 6, roll 1D6, on a 5 or more, the Police reinforcement arrives. On Turn 7, roll 1D6, on a 4 or more the Police reinforcement arrives. On Turn 8, roll 1D6, on a 3 or more the Police reinforcement arrives. On Turn 9, roll 1D6, on a 2 or more the Police Reinforcement arrives. If the Police Reinforcement will then arrive on Turn 10.
(SP___.461) Reinforcement. The Freighter player receives one of the following reinforcements. Roll 1D6 to determine what is available.
1: 6 Class-1 fighters. A Police ship arrives 2 turns later. If fighters are not available, the Police Ship arrives next turn.
2: 3 Medium Bombers. A Police Flagship arrives 2 turns later. If bombers are not available, the police ship arrives this turn.
3: Police Ship. If Y175 or later roll 1D6. On a 1-3 a Police ship arrives, on a 4-6 a Heavy Police Ship arrives
4: Large Armed Freighter, Large Q-ship, 3 Interceptors, or 2 PFs.
5: 55 BPV ship
6: 75 BPV ship
Any unit shall have it’s 20% Commander’s Option points available to spend, including fighters on drones.
(SP___.47) Freighter escape. The Freighter is eligible for disengagement by distance from the Police Reinforcements. If it escapes the Orion player receives ¼ of it’s total cargo spaces towards his victory points. It is assumed with the ¼ of the cargos “quality” goods that is aboard the freighter, there will be ¾ of it that is going to be bulk cargo or some other almost-worthless cargo.

(SP___.5) VICTORY CONDITIONS: The Orion player must get away with as many cargo spaces as possible. The Orion player may by any means transfer cargo from the merchant-ship as he sees fit, each cargo space transferred and which escapes with the Orion player at the end of the scenario counts as 1 VP. Repair any damage via chart (?.??) and total the number of repair points needed. The Orion player loses 1 VP for each repair point needed to fix his or her ship.

(SP___.6) VARIATIONS: The scenario can be played again under different conditions by making one or more of the following changes:
(SP___.7) BALANCE: The scenario can be balanced between players of different skill levels by one or more of the following:
(SP___.8) TACTICS:
(SP___.9) PLAYTESTERS COMMENTS:
(SP___.X) DESIGNER'S NOTES:
HISTORICAL OUTCOME

By Steve Petrick (Petrick) on Friday, December 23, 2005 - 06:17 pm: Edit

Well, it is a start, and we will see what input there is.

I will note again that I simply want to have an Orion Pirate Captain's Campaign.

By Scott Tenhoff (Scottt) on Friday, December 30, 2005 - 01:56 pm: Edit

What is the odds of having the following ships included in a CL with the scenario to finish up the "Other armed Q-Ships" category. Add the Free Trader-Q to the scenario selection.

Free Trader-Q (remove 6 cargo, add 2 weapons, and 2 phasers since it has tons of power compared to other freighters)
Huge Q-Freighter (ie an Ore Carrier w/ 2 Large-Q pods, and 2 standard Cargo pods). It trades 1/2 of it's cargo, about, for weapons.

I know, **slaps wrist** not the proper place to suggest ships, and they need SVC's approval and all that. But it pertains to a Pirate Campaign.

By Jeff Wile (Jswile) on Saturday, December 31, 2005 - 11:07 am: Edit

Scott, Why not go ahead and put a proposal together on the Proposals Board?

It is the appropriate venue, it would give us the opportunity to discuss it at length, and (if accepted) possibly be available for updating what ever OPCC (Orion Pirates Captains Campaign) is eventually published.

I could see a variant pirate ship option for each of the suggestions you made (the Free Trader, Huge Ore Carrier) as well as some others not mentioned (how about an Orion Q ship with military Freighter engines and Orion Option mounts?).

By Michael C. Grafton (Mike_Grafton) on Sunday, January 01, 2006 - 01:12 am: Edit

Or maybe there could be a micro CV pod or skid? heh

By Scott Tenhoff (Scottt) on Thursday, January 05, 2006 - 03:43 pm: Edit

Just as an otherwise reminder on this topic.

Could the Vudar be added to the Operating areas of the one (Daven?) Orion Cartel which operated through their area?

The Vudar could be used as the reinforcements in Southern Klingon space.

By Jeff Wile (Jswile) on Sunday, August 05, 2007 - 11:06 am: Edit

Steve Petrick:

In reviewing your comments in this (and other threads), you have asked for a "Orion Pirate Captain's Campaign"... but you seem to be talking about a kind of "ship encounter generator" that will provide for a wide selection of different vessels and configurations (i.e frieghters, (with or without skids & ducktails), luxury liners, free traders, armed priority transports etc.

It seems to me, (and I invite you to correct me if I am not understanding you correctly) that a "Orion Pirate Captain's Campaign" would simply be a limited set of scenarios...with some sort of established method of deteriming levels of victory.

If, however, what you want is a "ship generator" to determine what the Orion pirate captain actually encountered... is really more of a U.0 Campaign Game (like U.5.0 Admiral kosnett's War).

If I am correct in my guess, why not just adapt U5.0 to the level of gaming you desire?

For example, instead of Kosnett's CC+ use an Orion LR (or other Orion ship).

and instead of the Klingon forces, in rule (U5.3) why not substitute a table such as:

Force "__________DIE ROLL__________"
123456
ASm FrtrSm Ftr Sm Frtr W/skidSm Frtr W/skid&DucktlSm Frtr w/ducktl2 sm Frtr
Bsm Frtr Sm Frtr W/Skid Sm Frtr W/skid&DucktlSm Frtr w/ducktl2 sm Frtr Lg Frtr
CSm Frtr W/Skid Sm Frtr W/skid&DucktlSm Frtr w/ducktl2 sm Frtr Lg Frtr Lg Frtr W/Skids
DSm Frtr W/skid&DucktlSm Frtr w/ducktl2 sm Frtr Lg Frtr Lg Frtr W/SkidsLg Frtr W/Skids
ESm Frtr w/ducktl2 sm Frtr Lg Frtr Lg Frtr W/SkidsLg Frtr W/Skids&ducktail 2 sm Frtr
F2 sm Frtr Lg Frtr Lg Frtr W/SkidsLg Frtr W/Skids&ducktail Sm Frtr & POL lge Frtr & POL


I would use the deck of cards thing to "modify" the table selection with a table for "goodies"... after the freighter was selected (indexing the die woll on the above table), flip a card from the deck, a joker indicates it was a Q ship, Spades indicates 1 extra boarding party, clubs means 2 extra boarding parties, diamonds means 3 extra boarding parties, and Hearts means 4 BP's (assuming the ship has room for it...) the number of the card (Ace=1 for the range of number results 1 thru 10) indicates the number of turns available until "help" arrives to rescue the freighters.

Jacks indicate that a passenger or passengers of value are on board (perhaps popular Trivideo drama star? the Paris Hilton of the Day?) that could be ransomed for big credits...,

Queens indicate that something else of value outside of cargo or passengers is onboard of the ship... if the Orion Pirate captain has the time to figure it out. perhaps it is convoy routing information... or the latest locations of the federation police Q ships, or the itinerary of the area Police commissioner.

Kings indicate that a political figure is onboard, perhaps the insptector Generoal of the Federation Merchant Marine, or the the Vulcan Ambassador (and his lovely bride?!?) or even a Major Races ambassador other than the Federation.

Just throwing out some ideas, not trying to say this is a finished product or anything...

By Steve Petrick (Petrick) on Sunday, August 05, 2007 - 02:41 pm: Edit

Jeff Wile:

Well, the need for randomness is that an Orion needs to have to fear several things in his operations. MOST TIMES these things will not happen. And it is (when I think of the campaign, others may have different ideas of course) that the scenarios generated represent those times when things did not necessarilly go as planned.

But there is no "game" if all the Orion does is run up and beat up on a small freighter. Even an LR does not need to do anything special to beat up on a small freighter. Heck, a Slaver can take a small freighter.

The scenario generator, to me, has to put pressure on the Orion, make him think about how he is going to handle the situation if the freighter he is jumping turns out to be a Q-ship. Make him balance that against the uncertainty about how soon "help" will arrive, and focus his actions on the need to transfer cargo from the freighter as opposed to killing it, and getting the heck out of dodge.

The second thing is that the encounters have to be "scaled".

The targets need to be something that a Light Raider can handle. And when a Raider Cruiser is used, appropriate to the Raider Cruiser.

Beyond that, I would (actually, did back when I created one) include "other missions" which also need to be scaled. One of these is simple (Duel a similar Orion ship that is jumping your franchise), others are harder (raid a colony, maybe assist in an attack on another Cartel's Operations by attacking one of that Cartel's bases in conjunction with other ships. etc.).

But even so, the scenarios would reflect unusual events, not the oh so boring "we looted a freighter and no one showed up before we left" routine operations.

By Jeff Wile (Jswile) on Sunday, August 05, 2007 - 07:44 pm: Edit

Ok, I get you, I think.

Why not just index a list of the Orion Scenarios with the list of cards.... and let the suits represent up to four variable options on each secenario?

The trick will be arranging the order of the scenarios in value order... the idea being that (in general) the LR value will fall approximately between the 6 or 7 of clubs and the 6 or 7 of diamonds on the table.

the lower the card number (and the dark color suits) will be less challenging while the higher number and red suits get progressively more dangerous.

that way you could still use the joker to determine the presence of the q ship as you suggeted earlier in the other thread, I think.

Plus, with the 4 suits representing variable options, the Orion captain won't know which scenario forces he is facing.

and best yet, if all of the chosen scenarios are balanced verses an Orion LR (BPV between 68 and 87 maybe, excluding the LRX).

I will pull out the books and see if I can come up with a list of scenarios to use... I might even put it into a table form if I feel up to all the typing

By Loren Knight (Loren) on Sunday, August 05, 2007 - 08:08 pm: Edit

From what I've seen so far the basic premis has been to find some way to predetermin what the encounter will be. But what if there was a series of tables that you rolled randomly AS YOU GAIN TACH INTEL LEVELS.

So, the first table is the raw long range encounter table that you roll on each day or week that you are on patrol/hunt.

If you decide to close with the target you roll on another table and gain tach intel at the next longest ranges. The table you roll on has various random results geared to answer the tach intel tables.

You then decide on each level (less that each actualy tach intel level) to proceed to the next level. At some point you roll to determin each how many units then what basic hull type then what subtype as you come closer. Each level you decide whether to and how to proceed or to leave. Each level has at least some chance of something going wrong.

With this system no one know exactly what the encounter is until you get into fighting range. Of course the last encounter is known to the convoy player before the pirate player.

Each player plays a pirate and the convoy in alternating scenarios. Each competes for possition in the same cartel.

Points can be spent on ship/weapons or other missions.

Merc mission are an option but usually will cost you more than you gain unless you are making a transition. Like for instance, say you almost have the points for a Double Raider so you might hire out your LR not being too concerned about taking some damage because you will sell off the ship anyway after the mission and start flying your DBR with the merc pay.

By Phil Shanton (Mxslade) on Sunday, August 05, 2007 - 08:19 pm: Edit

If I may interject something here.

If you want to put pressure on the Orion Player, assign a value to each cargo, the more money lost a modifier would be added to bump up the time table of when the Fleet ship arrives or the size of that ship. You could also a noteriety value to each cargo, stealing medical supplies or vital colony supplies would have a higher value then gold or dilithium crystals; causing the Fleet to send more or bigger ships faster due to public outrage.

The pirate player would have to plan his tactics and option mounts more carefully.

Jeff look thru the topic some scenarios have been suggested already.

By Jeff Wile (Jswile) on Sunday, August 05, 2007 - 08:26 pm: Edit

valueScenario Clubs Spades Diamond Hearts
2SG1.0 The Duel 1xPOL1xPTC1xFF1xFFG
3SG3.0 Base Defense1xSLV1xOFT+1xLR1xLR+
4SG4.0 Basic Piracy1xF-S 2xF-S1xL-F1xF-L&2xF-S
5SG5.0 Duel with a Pirate Raider1xLR1xLR+1xDW1xCR
6SG6.0 Pursuit into the asteroids1xF-S2xF-S1xF-L1xF-S&2xF-S
7SG7.0 Pirates go for big game1xCR+1xCr2xLR+2xLR
8SG28.0 Raid on a Survey Camp+1xBP+2xBP+3xBP+4xBP
9SG34.0 Merchant Pirate Soldier SpyDWAuxCVLSmQLQ
10SGSG35.0 A Question of Franchise1xSmQ-Fed CAFed CC
JackSG37.0 Destruction of the Wolf packFed-CVSAuxCVLAuxCVA
QueenSG51.0 Hey that my freighter
KingSG52.0 Raid on a Mining Planet
AceSG55.0 Race to the base+6xF-4+6xF-18


This is just a list of scenarios to illustrate what I think SPP meant, with selected forces added or subtracted from the various scenarios dependent on the suit.

I havent "balanced" it for BPV's, and am not sure it can be balanced... but I guess that if we calculated the BPV's of the forces in each scenario, we could "rank" the scenarios in value order...

By Jeff Wile (Jswile) on Sunday, August 05, 2007 - 10:17 pm: Edit

Phil, i was typing when you posted, so I didnt see your comments until I was finished...

This isnt a finished list of scenarios, I figure there will be some disagreement as to which ones should be included...

I am still drawn to the idea of the table thing, if only because of the larger number of "boxes" that represent up to 36 separte encounters.

But It really doesnt matter what I want, I'm willing to listen to others ideas. if this results in something published down the road, even better.

By Steve Petrick (Petrick) on Monday, August 06, 2007 - 11:49 am: Edit

Jeff Wile:

Read carefully please.

You are off on a wide tangent well away from anything I intended.

This is not a bad thing (this statement is why I wanted you to read carefully) as if you can make your idea work you may have something (maybe, no guarantee).

But what you are proposing has nothing to do with what I was looking for.

My general concept was that the Orion Player started with a small ship, played a certain number of scenarios in that ship roughly based on the "basic piracy" scenario (SG4.0) plus a one or two "special missions" (like raid a colony), and if successful advanced to a larger ship.

Continuing success gets him the Enforcer Ship for the Cartel (but that is where the campaign ends in my mind).

The targets would change (LRs go after single freighters, CRs go after small convoys).

Success is a combination of cargo stolen (in scenarios where cargo is the target) versus credits spent (doubling the engines spends credits, repairs to the ship rather than to just shields spends credits, replacing expendables and hiring replacements spends credits).

Resale value of your ship is, however, something I had never previously considered until you mentioned not worrying about damage to your ship on your last mission . . .

NOW, note the above was my concept, and I thought ot make it work the targets had to be unknown to the raider (Q-ships had to be a possible encounter and the Orion needed to always be wondering "is this ship a Q-ship"). And I pretty much wanted to have the full range of (racially appropriate) targets (e.g., operate in Hydran space and the Armed freighters are fusion ships, but there is a chance that it might be an LDR disruptor armed ship, and phaser armed ships are ubiquitous).

Does this mean your concept is dead?

No.

It only means that you are way far away from my idea.

If you can make yours work, more power to you.

By Steve Petrick (Petrick) on Monday, August 06, 2007 - 11:54 am: Edit

Loren Knight:

Your idea seems to indicate that you do not know how the Tac Intel rules work. See Level S3 where the Orion can already count the number of ships he sees, and note that by then he already knows if any of the ships has the movement cost of a frigate or a destroyer, or something larger.

You are welcome to try to develop the idea, but I am not sure it would be worth effort from a playability standpoint.

By Loren Knight (Loren) on Monday, August 06, 2007 - 12:05 pm: Edit

SPP: While I didn't actually refence the Tac Intel chart while logging the idea I never intended it to work directly to that chart but related to it yes. I know you get to know the MC and number of ships from far away. What you don't know is if something is a Q-ship.

Also, random selection means that the LR might have to take a bite out of something risky because of passing on previous encounters or past bad luck even having encounters.

Anyway, the chart would be based on the major decision points of the Tac Intel chart otherwise there would be too many die rolls. I'll see if I can't get a better concept post done this week. Some of the decision making process would have to be prior to actually setting up a scenario so that you can go through the majority of background detail before having to put forth the effort.

However, as you know I am very busy with other project and my intent was mainly to point another possible direction of thinking. I'm aware this might not pan out.

By Jeff Wile (Jswile) on Monday, August 06, 2007 - 03:17 pm: Edit

Steve Petrick:

Fine, I'll study it before posting anything else.

Separate question, the statement of "resale value of the ship" leads into the topic of "used star ships".

if the current value of the LR is a 68 BPV... and the purchase price of the CR is 92 BPV...then does that mean the LR captain only needs to accumulate the difference (92-68=24) in "profits" from piracy raids?

Its far different than trying to accumulate 92 PBV's in "cash" to buy the CR outright...

In that sense, the cartel is little more than a bank or finance company intent on writing up the deal for a percentage cut on the fees... (sort of like a real world mortgage lender or finance company operates.)

By Michael C. Grafton (Mike_Grafton) on Monday, August 06, 2007 - 04:04 pm: Edit

The question is multiplex:

1) How much is a cargo point worth? NOTE: an orion box is typically half sized.
2) How much are repairs? Engines vs hull?
3) How much are munitions (drones/ Dtorps/ etc)
4) Can you sell a captured ship at it full value? A used pirate ship?
5) How much extra are "weapons from out of the zone" ie, if I want gatlings and PPDs and am based in Kzinti space, do I have to pay a premium?

I had some suggestions on these relative values back in the "Love Ewe vs Weary Donkey" thread a while back.

By Loren Knight (Loren) on Monday, August 06, 2007 - 07:20 pm: Edit

1) A cargo point is worth 1-6 cash points. 1000 cash points equal an EPV (note: not F&E EP). For each cargo point on a freighter the value is either set on the list or random. For each cargo point roll a d6 (or for each ten cargo points roll a d6x10).

2)One repair point costs one hundred cash points.

3)1000 CPs equals one EPV.

4)Half value in EPV plus a random bidding bonus (to reflect that some might pay more but half is about bottom line). Too many captures of ships will cause a militry encounter with naval captures causing a faster response.

5) Full price plus a random extra charge. You might get lucky or it might be prohibitively expensive.

Weapons upgrades cost their full repair value per above less what you are traiding in. Ships cost their cash value in EPV (often equal to their BPV).

There should be operating costs too. And of course, everything above is off the top of my head. Those numbers will likely need adjusting.

OF course, my game is turning into a accounting excersise. It might not be too bad though... with some streamlining.

By Jeff Wile (Jswile) on Monday, August 06, 2007 - 07:40 pm: Edit

Loren, are these "official" rates published somewhere, a proposal or is this an imputed value that you calculated in some manner from BPV?

Not sure we should use it, if SPP and SVC dont "sign off" on it, if you understand what I'm getting at...

By Jeff Wile (Jswile) on Monday, August 06, 2007 - 07:57 pm: Edit

Steve Petrick:

One other question, looking at the captains log#23 article on the development of the small freighter, I gather that the probability of a freighter having a skid or ducktail combination changed over the years... and I note that the article specifically states that such (skids and ducktails) were in use prior to year 140.

Is there a "set rate" that I should use in constructing the table?

at a guess, in year 140, there would be many small and large freighters without skids and ducktails, relatively fewer in year 168 and almost no small or large vanila freighters after the general war (year 185+).

What year should I target for the table... or should I build three different tables, for years 140, 168 and 185?

By Loren Knight (Loren) on Monday, August 06, 2007 - 08:02 pm: Edit

Jeff:

Oh no. Just ideas off the top of my head and that anyone is welcome to draw inspiration from.

By Jeff Wile (Jswile) on Monday, August 06, 2007 - 08:18 pm: Edit

Loren, thats fine, it gives me a yard stick to use...

I'm sure the steves will tell us if were on the money, close or way off...

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