Posted by: Paul M
« on: April 23, 2021, 02:45:28 AM »
Like some of the other people that responded, I just by-passed the whole issue by using rules that changed the limit from a hard size limit to a capacity per impulse limit. I have always been partial to large ships, and so was innately against anything that made them less useful.
Having said that, I get that you don't want to radically change the rules this deep into your campaign. That makes sense. I personally would lean towards a new tech system that modifies the size of the ship mounting it, rather than new engines, as that seems cleaner and easier to implement. If you are using Starfire Assistant, a new tech system that modifies ship size for transit would likely be easier to implement as opposed to new engines, as well.
Kurt
Thanks for the reply Kurt. Yeah I'm a capital ship fanboy myself. It looks like we may go with the engines as likely starslayer can't modify the program to accept a check box. I'm zero help as I know nada about access. But as I said, the additional engine modifier type system is my preferred solution too. There was some grousing about it not working with tuners but hey you can't have everything. I'm just baffled why the 100 HS warppoints are even in the game...there is no really reason for them as they never show up in any of the fiction...heck it would stop the whole ISW4 cold if they found only a BBs sized WP...as would the theban war and ISW3...yet the damn things in our game are like 4 of the first 6 warp points I explored...and the Squidzies have one between their home system and the rest of their worlds. It is one of the better changes in Galactic Starfire I must admit though I've no idea how that works in play as I never continued my solo campaign after I ran into an NPR and discovered how much work that was. And if the WP type was a bell curve with them on one of the extremes it would also be ok...but a flat probability distribution? Not a good plan.