http://www.gzg.com | enter store | downloads | download Full Thrust 2, More Thrust, Fleet Books 1&2. That and Traveller are what PP is based on, with FB1's rules additions fairly close to PP basics. I'll try to type more later tonight but the main thing is PP works and is easy to learn, FT even more so.Originally posted by Berg:
I've looked at the PP web stuff and it looks cool. Could you give examples and the difference to LBB 2? Especially the parts you think may work in CT+.
when I do it this way I use an actual deckplan. but this is very labor intensive and I was thinking what you put forward might be much easier.The resolution of this diagram is 1 hit per hex. You could increase the resolution, producing a more recognizeable shape but it would require a larger diagram and more, (or higher valued) dice.
hey, just my opinion. and you haven't interrupted the thread, you've contributed to it.It seems as though this isn't going to be useful, and I apologize for interrupting the thread.
is a basic system going to be anything other than simplistic?... but too much tracking for me for a basic system.
Here are a couple of past posts on the subject:Originally posted by Casey:
There's been some though on that on CotI.
andPP could be scaled down to a PC ship scale, to make it more like LBB2 or Mayday. In doing so a laser turret becomes a PP light laser battery, while a triple turret becomes a PP + laser battery - all for damage purposes.
The number of damage boxes a ship has is increased...
There are probably a couple more...Look at it from an approximation of book 2
hits perspective.
In PP one standard laser battery (usually) inflicts 1-2 boxes of damage.
A standard laser battery can be up to 20 lasers (High Guard), which would be 20 damage rolls in book 2.
So for book 2 scale ships have 4 boxes per 100t (500t per box in PP/number of book 2 hits = 25), so 1 PC scale box per 25 tons or fraction thereof.
A single laser turret would be the equivalent to a standard laser hit and a triple turret could be a high power laser equivalent, etc.
As for the effect of skills a quick fix is to either convert the target numbers in PP to task levels (MT conversion) or double the target numbers and use skills as positive or negative modifiers.
As you say, the time and distance scale needs to be adjusted as well. The simple answer is to adopt the time/distance scale of LBB2, or Mayday, or Brilliant Lances... etc. - or use your own.
Somewhere recently someone did the math and suggested 5 minute turns with 750km "moves".
Nope.Originally posted by flykiller:
is a basic system going to be anything other than simplistic?
so far all that has been discussed is hit locations and possible damage rates. wait 'til we get to sensors and sensor ranges, weapon's ranges, gunnery skill, sand, etc. not to mention maneuver and playing area.
I vote for the simplest form of LBB2.seems to me we have three choices.
1) a simplistic system such as book 2 and book 5 and mayday
2) one of the existing expanded systems
3) a full-on wargame cobbled together from houserules and other systems
1 already exists, and one can ask if 3 has any reasonable advantage over 2 in a ct+ setting.
My main problem with CT book 2 ship combat was no armor (that and the sequences and the wording).</font>[/QUOTE]Armor could be retrofitted; see Sigg Oddra's thread about this. I didn't see the sequence as THAT problematic, but I agree with you about the lack of information regarding sandcasters, missiles and a few more details. But we could create house rules for this, right?Originally posted by Casey:
</font><blockquote>quote:</font><hr />Originally posted by Sigg Oddra:
I like the way this is going, but will it be simple in play?
Yeah, deckplans are great, but labor intensive, as you say. Also larger ships may run to several sheets which can get complicated on the table, especially if several ships are involved.Originally posted by flykiller:
when I do it this way I use an actual deckplan. but this is very labor intensive and I was thinking what you put forward might be much easier.
How about different skills coming into play at different acts in the combat scenario. Rather than every player deciding on one or two task rolls and then taking them in order to resolve each round of combat.Originally posted by flykiller:
rpg, rpg, rpg ....
personally I would prefer natural.We do want fast and simple, right?
The Traveller Book still has full vector movement. The simplified range band form is found in Starter Edition only - although MT is similar.@Sigg: The simplest form of LBB2 combat ... like the Traveller Book? How would this differ from High Guard?
it is? I had no idea. I only own books 1-6 and some of the supplements/adventures/etc.The simplified range band form is found in Starter Edition only - although MT is similar.