Originally posted by SgtHulka:
</font><blockquote>quote:</font><hr />Originally posted by Piper:
One question regarding ship's weaponry for Mayday: were you planning on allowing the characters to generate revenue in some way? Character starting funds won't buy much in terms of ship weapons and software.
Yeah, I noticed that. My 100k Credits won't even come close to buying a turret. Not to mention replacing consumables like missiles and damage repairs. I was thinking about tying a Mayday scenario to every Snapshot scenario, and providing some sort of monetary renumeration for victory. Since I've got the Beowulf , for example, my first snapshot scenario will be the repo attempt. If I'm victorious, that might lead to a Mayday scenario where I'm trying to outrun a bank-owned Free Trader or something to reach a jump point and escape. For you, since you have the Intrepid , you'll start with the Hijack scenario, and then have escape a couple of solomani-piloted pinnaces pursuing you or something. But that suggests that we should probably start with weapons on our ships.
I'm open to suggestions. </font>[/QUOTE]I've been considering this. I think that we should start with the default Mayday ships, not the default Traveller ones.
So, Piper, your crew would start with the Mayday version of the Scout:
Escort, 100 ton starship, 2G, Model/1bis, 2 lasers. Programs: T, P1, P2, AE, RF, M, J1, N.
(I chose the Escort instead of the Scout because I'm not sure how to fit a Lifeboat into a LBB 2 Scout)
And my crew would start with the Mayday version of the Free Trader:
Free Trader, 200 ton starship, 1G. Model 1, 1 laser, 1 missile launcher, 1 ship's boat. Programs: T, L, G, AE, RF, AM, M, J1, N.
And if someone else joins us (Border Reiver perhaps) and plays either a Noble crew or a Belter crew he could start with the Escort, above, but replace the double lasers with a pulse laser (house rule it as -1 to hit 2 damage hits) or with a Mayday version of the Yacht:
Yacht, 200 ton starship, 1G, Model/1bis, 1 laser, 1 sandcaster, 1 ship's boat. Programs: T, L, AE, AM, M, J1, N.
If you look at the end of the [Snapshot] scenarios thread you'll see I've added a bit regarding campaign rewards for win, loss and draw. Basically if you win you can get extra crew members.
I think I'll do a similar thing for the Mayday scenarios, but instead of extra crew you win money that you can use to improve your ship using LBB 2. If you win you get, say, 1,000,000 credits to spend repairing/upgrading your ship. If it's a draw you get 500,000 credits so at least you have a little cash to repair battle damage. If you lose you get 0 Credits and have to make do with a damaged ship.
Using LBB 2, upgrades could include new computer programs, better computers, and new weapons and/or turrets. I think when you buy or begin with a missile launcher one three-missile magazine of the standard 6G6 homing missiles should come with it, but any additional missiles will need to be purchased.
As a last addendum, I think
both the LBB 2 version and Mayday version of Maneuver/Evade should be available. In other words, if you've got a hotshot pilot you my want to buy the LBB 2 version so you can evade while maintaining maximum G's. But if you've only got someone with Pilot-1, you'll want to buy the Mayday version. I also think the LBB 2 version of Gunner Interact should be available, since the Mayday version is functionally identical to Predict 1.
Anyway, let me know what you think.