P 
		
				
			
		Pickles
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Welcome to these boards, Mr. Pollard! Am I correct in thinking it was your minicraft design system I downloaded just the other day?
				
			Arthur,Originally posted by atpollard:
[...]
I appreciate the beautiful simplicity of Book 5: Maneuver Drive = 2% of the ship for 1G; 5% for 2G; 8% for 3G; 11% for 4G; 14% for 5G and 17% for 6G.
The only thing that would have been better (in my opinion) would have been to simplify the formula even further to Maneuver Drive = 2% of ship per G of acceleration (or 3% per G).
[...]
I agree 100%. I find it incomprehensible that anyone could actually prefer the Book 2 system (No offense, Robert and others). If it's the convenience of the tables, why not just make new tables based on the HG rules?Originally posted by atpollard:
No offense to everyone’s efforts here, but the more people try to “fix” the Book 2 Starship design rules, the more I appreciate the beautiful simplicity of Book 5: Maneuver Drive = 2% of the ship for 1G; 5% for 2G; 8% for 3G; 11% for 4G; 14% for 5G and 17% for 6G.
Yes, the 2% for 1G is puzzling and (as I understand it) difficult to reconcile to the laws of physics.The only thing that would have been better (in my opinion) would have been to simplify the formula even further to Maneuver Drive = 2% of ship per G of acceleration (or 3% per G). From a deckplan design perspective, that could have created 1 size of engine for each size of ship, and the number of engines = maximum acceleration in G.
 .
  .Thank You and yes it was.Originally posted by the Bromgrev:
Welcome to these boards, Mr. Pollard! Am I correct in thinking it was your minicraft design system I downloaded just the other day?
Book 2 did the latter, with two implicit formula that defied rules (and therefore more or less made it impossible to reconcile with the former). High Guard did a bit of the former, but did not choose its formulae carefully enough to do the latter efficiently.Originally posted by atpollard:
When I am forced to work on Trip Generation for roadway design, ITE publishes its data as a graph and a nasty log formula for the fitted curve. Would it be possible to base ship size vs MD size as a nasty curve formula [for hard core gearheads] that could also be plotted as a graph for pseudo-gearheads and a simple chart for non-gearheads.
If non-scaling is indeed "better", this would let each level of designer choose his own poison.
Just a thought.
Drive   Units ABCDFHKMPRXYZ  <- hull codes 
  A     200   2------------ 
  B     400   421---------- 
  C     600   6321--------- 
  D     800   -4221-------- 
  E    1000   -53211------- 
  F    1200   -643211------ 
  G    1400   --432111----- 
  H    1600   --542211----- 
  J    1800   --6432111---- 
  K    2000   --6532211---- 
  L    2200   ---5322111--- 
  M    2400   ---6432211--- 
  N    2600   ---6432211--- 
  P    2800   ----432211--- 
  Q    3000   ----533211--- 
  R    3200   ----5432211-- 
  S    3400   ----5432211-- 
  T    3600   ----6433211-- 
  U    3800   ----6433211-- 
  V    4000   ----6543221-- 
  G3   4200   -----5432211- 
  L2   4400   -----5432211- 
  M2   4800   -----6443211- 
  W    5000   -----6543211- 
  N2   5200   -----6543211- 
  J3   5400   -----6543211- 
  P2   5600   ------543211- 
  X    6000   ------653321- 
  R2   6400   ------6543211 
  L3   6600   ------6543211 
  S2   6800   ------6543211 
  T2   7200   -------643211 
  U2   7600   -------643211 
  N3   7800   -------643211 
  Y    8000   -------654221 
  P3   8400   --------54221 
  Q3   9000   --------54321 
  R3   9600   --------64321 
  W2  10000   --------65321 
  S3  10200   --------65321 
  T3  10800   --------65321 
  U3  11400   ---------5321 
  Z   12000   ---------6432 
  W3  15000   ----------532 
  Y2  16000   ----------542 
  X3  18000   ----------643 
  Z2  24000   -----------64 
  Z3  36000   ------------6IMTU there is an anti-missle cannister that is fired from sandcasters - it's useless against lasers but missles are destroyed on 8+ instead of 12+.• Sandcasters: Each incoming missile must save at 11- on 2D6 if sand is fired
Point-defense cannister shot - the idea was inspired by a Jeff Swycaffer article in Dragon many moons ago.Excellent idea, is that considered a point defense canister shot? Or is it chaff?
We also have chaff cannisters to mess with radar guidance systems, flares to confuse infrared missle sensors, and anti-missle missles.sabredog said:Chaff might work as a cheap alternative to ECM as well as subtract 1 from targeting by lasers and all.
Could the total number of weapons being fired be treated as an attack factor on the FFW/IE tables?
The roll of a die would then give you the number of hits to roll damage for.
The 1d6 roll replaces the roll to hit.Code:die total attack strength roll 1 3 6 12 18 24 30 36 42 48 1 - - - 1 2 3 4 5 6 7 2 - - - 2 3 4 5 6 7 8 3 - - 1 2 4 5 6 7 8 9 4 - 1 2 3 4 5 6 7 8 9 5 - 1 2 3 5 6 7 8 9 10 6 1 2 3 4 6 7 8 9 10 11
The above could be changed to a 2d6 roll:
Code:die total attack strength roll 1 3 6 12 18 24 30 36 42 48 2 - - - 1 2 3 4 5 6 7 3 - - - 2 3 4 5 6 7 8 4 - - 1 2 4 5 6 7 8 9 5 - 1 2 3 4 5 6 7 8 9 6 - 1 2 3 5 6 7 8 9 10 7 1 2 3 4 6 7 8 9 10 11 8 1 2 4 5 6 7 8 9 10 11 9 1 2 4 6 7 8 9 10 11 12 10 1 2 4 7 8 9 10 11 12 13 11 1 2 5 8 9 10 11 12 12 14 12 1 3 5 9 10 11 12 13 14 15
[B]Roll 1 2 3 6 9 12 15 18 21 24 27 30 [/B]
 [B]-5 [/B] 0 0 0 0 0  0  0  0  0  0  0  0 
 [B]-4[/B]  0 0 0 0 0  0  0  0  0  0  0  1 
 [B]-3[/B]  0 0 0 0 0  0  0  0  0  0  1  2 
 [B]-2[/B]  0 0 0 0 0  0  0  0  0  1  2  3 
 [B]-1[/B]  0 0 0 0 0  0  0  0  1  2  3  4 
  [B]0[/B]  0 0 0 0 0  0  0  0  2  3  4  5 
  [B]1[/B]  0 0 0 0 0  0  0  1  3  4  5  6 
  [B]2[/B]  0 0 0 0 0  0  1  2  4  5  6  7 
  [B]3[/B]  0 0 0 0 0  1  2  3  5  6  8  8 
  [B]4[/B]  0 0 0 0 1  2  3  4  6  7  9 10
  [B]5[/B]  0 0 0 1 2  3  4  5  7  8 10 11 
  [B]6[/B]  0 0 1 2 3  4  5  6  8  9 11 12 
  [B]7[/B]  0 1 1 2 3  4  6  7  9 10 12 13 
  [B]8[/B]  1 1 1 3 4  5  7  8 10 11 13 14 
  [B]9[/B]  1 1 2 3 4  6  8  9 11 12 14 16 
 [B]10[/B]  1 2 2 4 5  7  9 10 12 14 16 17 
 [B]11[/B]  1 2 2 4 6  8 10 11 13 15 17 18 
 [B]12[/B]  1 2 3 5 7  9 11 12 14 16 18 20 
 [B]13[/B]  1 2 3 5 7  9 12 13 15 17 19 21 
 [B]14[/B]  1 2 3 6 8 10 13 14 16 18 20 22 
 [B]15[/B]  1 2 3 6 8 10 14 15 17 19 21 23EXPLOSIVE DAMAGE – STARSHIPS
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1        2        3        4        5        6        7        8        9        10       11       12
2    P-Plant  Comp.    Hull     Hold     Fuel     J-Drive  Fuel     M-Drive  Fuel     J-Drive  Fuel     Hull     
3    M-Drive  Hull     Comp.    J-Drive  Hold     Hull     Fuel     J-Drive  Fuel     P-Plant  Fuel     Comp.
4    J-Drive  Fuel     Hull     Hold     Comp.    Fuel     Hull     M-Drive  J-Drive  Weapn    Fuel     Critical
5    Fuel     Hull     Fuel     Hull     M-Drive  Fuel     Hull     Comp.    P-Plant  Comp.    Hull     J-Drive
6    Hull     Hold     Hull     Comp.    Hold     J-Drive  Weapn    Fuel     Hull     Fuel     M-Drive  Critical
7    Hull     Comp.    Hull     Comp.    Hull     J-Drive  Hull     Hold     M-Drive  Hull     Fuel     Hold
8    Hold     Hull     Hold     Hull     Comp.    J-Drive  Weapn    Hull     Hold     Fuel     P-Plant  Critical
9    Comp.    Hull     Hold     Comp.    J-Drive  Hold     Hull     Comp.    Fuel     Hold     Hull     M-Drive
10   Comp.    Weapn    Hull     J-Drive  Hold     Critical Comp.    Hull     Hold     Hull     Fuel     M-Drive
11   Weapon   Hull     Comp.    M-Drive  Comp.    Weapn    Comp.    Hold     Comp.    Fuel     Hold     Hold
12   Critical Comp.    Hull     Hold     Comp.    Fuel     Hull     Hold     Comp.    Critical P-Plant  Comp.
EXPLOSIVE DAMAGE – NON-STARSHIPS
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1        2        3        4        5        6        7        8        9        10       11       12
2    P-Plant  Comp.    Hull     Hold     Fuel     M-Drive  Fuel     M-Drive  Fuel     M-Drive  Fuel     Hull     
3    M-Drive  Hull     Comp.    M-Drive  Hold     Hull     Fuel     M-Drive  Fuel     P-Plant  Fuel     Comp.
4    M-Drive  Fuel     Hull     Hold     Comp.    Fuel     Hull     M-Drive  M-Drive  Weapn    Fuel     Critical
5    Fuel     Hull     Fuel     Hull     M-Drive  Fuel     Hull     Comp.    P-Plant  Comp.    Hull     M-Drive
6    Hull     Hold     Hull     Comp.    Hold     M-Drive  Weapn    Fuel     Hull     Fuel     M-Drive  Critical
7    Hull     Comp.    Hull     Comp.    Hull     M-Drive  Hull     Hold     M-Drive  Hull     Fuel     Hold
8    Hold     Hull     Hold     Hull     Comp.    M-Drive  Weapn    Hull     Hold     Fuel     P-Plant  Critical
9    Comp.    Hull     Hold     Comp.    M-Drive  Hold     Hull     Comp.    Fuel     Hold     Hull     M-Drive
10   Comp.    Weapn    Hull     M-Drive  Hold     Critical Comp.    Hull     Hold     Hull     Fuel     M-Drive
11   Weapn    Hull     Comp.    M-Drive  Comp.    Weapn    Comp.    Hold     Comp.    Fuel     Hold     Hold
12   Critical Comp.    Hull     Hold     Comp.    Fuel     Hull     Hold     Comp.    Critical P-Plant  Comp.
EXPLOSIVE DAMAGE – SMALL CRAFT
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1        2        3        4        5        6        7        8        9        10       11       12
2    Drive    Cabin    Drive    Drive    Drive    Comp.    Drive    Weapn    Drive    Drive    Drive    Cabin
3    Drive    Cabin    Comp.    Drive    Drive    Cabin    Drive    Weapn    Drive    Drive    Drive    Cabin
4    Drive    Cabin    Comp.    Drive    Drive    Cabin    Drive    Weapn    Drive    Drive    Cabin    Critical
5    Drive    Cabin    Comp.    Weapn    Drive    Cabin    Drive    Cabin    Drive    Drive    Cabin    Critical
6    Comp.    Weapn    Cabin    Weapn    Drive    Cabin    Comp.    Cabin    Drive    Drive    Cabin    Drive
7    Cabin    Weapn    Comp.    Cabin    Drive    Comp.    Cabin    Weapn    Drive    Cabin    Critical Drive
8    Cabin    Comp.    Weapn    Cabin    Drive    Comp.    Cabin    Weapn    Drive    Cabin    Critical Cabin
9    Cabin    Comp.    Weapn    Cabin    Drive    Comp.    Cabin    Weapn    Drive    Cabin    Cabin    Critical
10   Cabin    Comp.    Cabin    Weapn    Cabin    Comp.    Cabin    Weapn    Drive    Cabin    Critical Drive
11   Weapn    Cabin    Comp.    Cabin    Critical Cabin    Comp.    Cabin    Drive    Cabin    Weapn    Drive
12   Critical Cabin    Comp.    Cabin    Weapn    Cabin    Comp.    Cabin    Drive    Cabin    Critical CabinRADIATION DAMAGE – STARSHIPS
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1       2       3       4       5       6       7       8       9       10      11      12
2    Crew    --      Crew    Comp.   Crew    Comp.   Crew    --      Crew    Comp.   --      Comp.
3    Crew    Comp.   --      Crew    Comp.   Crew    Comp.   Crew    --      Crew    Comp.   --
4    Comp.   Crew    Comp.   --      Comp.   Comp.   Crew    Comp.   Crew    --      Weapn   Crew
5    Comp.   Comp.   Comp.   Crew    --      Crew    Comp.   Crew    Comp.   Crew    --      Weapn   
6    Comp.   Comp.   Crew    Comp.   Crew    --      Crew    Comp.   Weapn   Crew    Comp.   --
7    --      Comp.   Comp.   Crew    Comp.   Crew    --      Weapn   Comp.   Comp.   Comp.   Weapn   
8    Comp.   --      Crew    Comp.   Crew    Comp.   Weapn   --      Weapn   Comp.   Weapn   Comp.
9    Crew    Comp.   --      Weapn   Comp.   Comp.   Comp.   Weapn   --      Comp.   Crew    Weapn   
10   Weapn   Comp.   Comp.   --      Weapn   Comp.   Weapn   Comp.   Crew    --      Weapn   Comp.
11   Weapn   Crew    Comp.   Weapn   --      Weapn   Comp.   Weapn   Comp.   Comp.   --      Weapn   
12   Weapn   Comp.   Weapn   Comp.   Weapn   --      Weapn   Comp.   Weapn   Comp.   Weapn   --
RADIATION DAMAGE – NON-STARSHIPS
Dice ------------------------------------------------------------      Number of Hits ------------------------------------------------------------
Roll 1       2       3       4       5       6       7       8       9       10      11      12
2    Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Crew    Comp.   Crew
3    Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Weapn   
4    Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Weapn   Crew    Comp.   Crew
5    Comp.   Comp.   Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Weapn   
6    Comp.   Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Weapn   Crew    Comp.   Comp.
7    Comp.   Comp.   Comp.   Crew    Comp.   Crew    Comp.   Weapn   Comp.   Comp.   Comp.   Weapn   
8    Comp.   Comp.   Crew    Comp.   Crew    Comp.   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.
9    Crew    Comp.   Comp.   Weapn   Comp.   Comp.   Comp.   Weapn   Comp.   Comp.   Crew    Weapn   
10   Weapn   Comp.   Weapn   Comp.   Crew    Comp.   Weapn   Comp.   Crew    Comp.   Weapn   Comp.
11   Weapn   Crew    Weapn   Comp.   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.
12   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.
RADIATION DAMAGE – SMALL CRAFT
Dice ------------------------------------------------------------      Number of Hits ------------------------------------------------------------
Roll 1       2       3       4       5       6       7       8       9       10      11      12
2    Crew    Crew    Comp.   Crew    Crew    Comp.   Crew    Crew    Comp.   Crew    Crew    Weapn   
3    Crew    Comp.   Crew    Comp.   Crew    Crew    Comp.   Crew    Crew    Weapn   Crew    Crew
4    Crew    Crew    Weapn   Crew    Comp.   Crew    Crew    Weapn   Crew    Crew    Comp.   Crew
5    Crew    Comp.   Crew    Weapn   Crew    Crew    Comp.   Crew    Crew    Comp.   Crew    Crew
6    Crew    Comp.   Crew    Crew    Weapn   Crew    Crew    Comp.   Crew    Crew    Comp.   Weapn   
7    Crew    Crew    Crew    Comp.   Crew    Weapn   Comp.   Crew    Crew    Weapn   Crew    Comp.
8    Comp.   Comp.   Crew    Crew    Weapn   Crew    Crew    Weapn   Crew    Crew    Comp.   Crew
9    Comp.   Crew    Weapn   Crew    Crew    Comp.   Crew    Crew    Weapn   Crew    Comp.   Weapn   
10   Weapn   Comp.   Crew    Weapn   Crew    Crew    Comp.   Crew    Crew    Weapn   Crew    Comp.
11   Weapn   Crew    Comp.   Crew    Weapn   Crew    Crew    Comp.   Crew    Crew    Weapn   Comp.
12   Weapn   Comp.   Crew    Comp.   Crew    Weapn   Crew    Crew    Comp.   Crew    Crew    Weapn