Originally posted by Stei'awtliyrl:
I'm just curious as to how often and how successfully your players have over the campaigns and years modified and upgraded their ships.
Stei'awtliyrl,
Your players' desire to upgrade and/or modify their ship has given you a ready made 'handle' with which to control them. This desire also makes for a great, long term, campaign goal. Another way to use their desire is to make them earn an upgrade 'up front' by agreeing to undertake a long term job for person/organization paying for the upgrade.
Let them dream as big as they want, then bring them back to reality with architect fees, design fees, equipment prices, yard fees, and ever other fee you can think of.
HG2's can be a good shopping list while
TCS has rules for repairs and upgrades you can use. Remember, don't let the players either plan or perform the upgrades themselves (Unless one of them has the rare
Naval Architect skill).
Don't be afraid to make the process lengthy either. For example: once your players decide on just what sort of upgrade(s) they want, they'll need someone to plan on how to make that upgrade actually work. After all, the plans required to drop in a bigger powerplant just aren't scribbled on a cocktail napkin! They'll need money for the plans before they'll need money for the actually work and equipment. you can use this planning requirement to prohibit upgrades you think will unbalance your game. Rather than you the GM saying 'no', a naval architect says 'no' instead.
Finding someone to do the work can take time too. Simply upgrading turret weapons may take a week or two, but installing and testing a new computer is very time consuming. Just as with the plans for the work, your players are going to need show lots of money before any shipyard will set aside a construction slip.
I've allowed players to have some of the weapon upgrades the other posters mentioned. More often, I've 'inflicted' such upgrades on them instead; i.e. their opponents had them. The PAW-armed scout/courier is a favorite of mine, as is the Twin fusion gunned(1) variety. Be sure and give these NPC craft computer upgrades so that their weapons have good chances to hit.
Manage it well and your players'
ship-pimping fever will write your campaign for you.
Have fun,
Bill
1 - Twin fusion guns don't get to roll on both the surface and radiation damage tables like PAWs do and they can't be used at long range either. However, their battery factor is usually high enough to get
automatic critical hits on most PC-sized ships. That in itself makes them a nasty wake-up call for any group of players.