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Starfire Rules / Re: New Engine Idea
« Last post by Paul M on April 21, 2021, 01:04:56 AM »
I was never very happy with the hard limits on WP, so we had a house rule thst the size was the maximum volume of ships that could pass per impulse, and that ships bigger than the WP could still transit but took multiple impulses to do so. Ships greater than the WP size could transit WP Size hull spaces in the 1st impulse and 50% of WP HS in subsequent impulses eg a 200HS SM trying to transit a siz 100WP would take 3 impulses to transit (100+50+50). All transits had to complete within a single turn. We didn't have a lot of testing of this though as it was quite rare to build SDs and above since relatively few campaigns lasted long enough.
Looking at your options I would tend to go with the second option (AM-like ability) as it doesnt add another engine type and therefore need to cope with rules regarding interactions with other engine types and systems, and the ability is only really useful in the assault, so making it a device would only add a HTK, the loss of the system would not be significant to the ongoing battle if any.
Thanks for the reply, much appreciated. I find the "hard limits" not really so "hard" as most of the time it is of no matter if the WP is 200, 300, 400, or 500...the only two sizes that are important are 100 and 180. 100 HS WP are 11% of them and 180 are a further 6%. That is far too often...but I think changing the rules at this point for Starslayer and I isn't really an option...we need a tech solution. I have to admit I think the option of an engine modifier system is the better one. It stops having to have a Ix engine or whatever or worse Ia1, Ia2, and Ia3. What to call it though: "Drive Field Transit Compressor 1st Generation" (DFTC1)....hmmm just (TC1) would work. "Kay-Tell Transit Stacker" might also be an option (KTTS)...
I think a lot more things in Starfire should be like that as the ships themselves are huge so its hard to understand why systems that amount to computing power more than hardware should be so massive. What makes high tech small combatants not viable is mainly the lack of space for electronics, and clearly this was obvious as a fair amount of the higher tech electronics suddenly got a lot smaller. But even BCs and BBs end up tight for space. I suspect some crazy game balance-ing idea is behind it but I often wonder if these attempts do not generate far worse un-intended consequences then they solve issues.