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Building Our Ship
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Crimson_red
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PostPosted: Tue Apr 03, 2012 8:39 pm    Post subject: Reply with quote

lol, Embarassed When creating names and such, I always forget to consider just what exactly it could be confused with.

I was go more for an 'err-awn-nis' sound...

Reminds me of the time I gave a character the surname, Phallan... I was thinking 'fallen' or 'fell'...the next person to read it, not so much ...

Normally they're not so dirty sounding/looking mistakes. . . luckily
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Downstrike
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PostPosted: Tue Apr 03, 2012 8:52 pm    Post subject: Reply with quote

just gave me GWAR flashbacks. Been singing Techno-Destructo, Techno-Destructo, Techno-Destructo.....
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vanir
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PostPosted: Tue Apr 03, 2012 11:13 pm    Post subject: Reply with quote

Sorry if I'm lagging too much to weigh in on vehicle specialisations

With military pilot training you qualify for type and specific aircraft (eg. single, twin, jet, then type of jet in a progression), without ever having flown that type of jet.
You need to be qualified to operate it before they'll let you transfer to a trainer version, from then on you're adding hours of flight in it although several will be in a trainer version if available first, as second seat.

Many jet fighters don't have an operational trainer version though, like the F-22 Raptor. You use a conversion trainer, which is a training jet set up to resemble the aircraft you will fly. And simulators, you have to do a lot of sim time.

So it goes like this, learn theory, do basic sims, fly single piston jobs, qualify for twins, transfer to jets then fly a trainer like an L39 or Alphajet or whatever, do more sims and qualify for the input and control systems on a Mirage 2000-5 say. Then you might just go straight from the seat of an Alphajet to a single seat 2000-5. You might've started your whole career intending to move to the Mirage, you might be specialised in that plane, with no seat time in one.


In fact all aircraft pilots are technically specialised only for the type of plane they're qualified to fly, especially with high performance military planes.

There's only rare unique cross overs. You can use an F5E to qualify on a MiG-21 did you know that? Handling/performance under 20000ft is pretty much identical, main reason it became the aggressor type in the 70s.
You can also setup a viper control system to respond like a Fulcrum, and the Eagle can work a lot like a Flanker, so those are their respective aggressor/dissimilar trainers today for NATO pilots (using actual MiGs is very expensive since you don't make spare parts for them the Russians do).

But by and large, qualifying for a jet type only qualifies you for that jet type. Specialisation is the name of the game, it's kinda by default.
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Crimson_red
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PostPosted: Wed Apr 04, 2012 9:59 am    Post subject: Reply with quote

vanir wrote:
There's only rare unique cross overs. You can use an F5E to qualify on a MiG-21 did you know that?

But by and large, qualifying for a jet type only qualifies you for that jet type. Specialisation is the name of the game, it's kinda by default.


Sounds like the F5E is kind of like how the T-16 is to the X-Wing.

Biggs Darklighter: "T-16s are a lot like the snubfighters we're using."
Luke Skywalker: "I know, I looked one over. I'm sure I can handle it."

One thing I've noticed over the years, is, with only a few exceptions like capital ships and maybe starfighters, Star Wars has consistently treated spacecraft more like automobiles than air craft. In other words, a pilot seems to be able to jump from just about any one starship to another as long as they are roughly the same class, and even sometimes when they're not.

It might be a more accurate analog to treat a starship Accredited Pilots licences more like a drivers licence than pilot qualification; different classes of license offers a broader selection of ships you qualify to pilot.

To use as an example, Canada has the class 5 license to drive a standard automobile, and they get larger and include features like air breaks as the class number gets lower (typically I think... I could be very wrong). If we applied something like this to star wars, you might have a class 5 include ground vehicle, class 4 air vehicle, class 3 individual to medium space transports, class 2 Heavy to bulk transports, and a Class 1 for capital class ships. With modifiers that allow for starfighters and other 'military' vehicles.

Then again that doesn't seem to be the case either, given what we know of BoSS and Accredited Pilots licenses.

As for skill specialization, I don't so much associate it with vessel qualification as I do with simple familiarization with a ship's/typeof ship's specific performance and layout, so to speak.
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Kaloth Varsk
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PostPosted: Thu Apr 05, 2012 4:27 pm    Post subject: Reply with quote

vanir wrote:
Sorry if I'm lagging too much to weigh in on vehicle specialisations

With military pilot training you qualify for type and specific aircraft (eg. single, twin, jet, then type of jet in a progression), without ever having flown that type of jet.
You need to be qualified to operate it before they'll let you transfer to a trainer version, from then on you're adding hours of flight in it although several will be in a trainer version if available first, as second seat.

Many jet fighters don't have an operational trainer version though, like the F-22 Raptor. You use a conversion trainer, which is a training jet set up to resemble the aircraft you will fly. And simulators, you have to do a lot of sim time.

So it goes like this, learn theory, do basic sims, fly single piston jobs, qualify for twins, transfer to jets then fly a trainer like an L39 or Alphajet or whatever, do more sims and qualify for the input and control systems on a Mirage 2000-5 say. Then you might just go straight from the seat of an Alphajet to a single seat 2000-5. You might've started your whole career intending to move to the Mirage, you might be specialised in that plane, with no seat time in one.


In fact all aircraft pilots are technically specialised only for the type of plane they're qualified to fly, especially with high performance military planes.

There's only rare unique cross overs. You can use an F5E to qualify on a MiG-21 did you know that? Handling/performance under 20000ft is pretty much identical, main reason it became the aggressor type in the 70s.
You can also setup a viper control system to respond like a Fulcrum, and the Eagle can work a lot like a Flanker, so those are their respective aggressor/dissimilar trainers today for NATO pilots (using actual MiGs is very expensive since you don't make spare parts for them the Russians do).

But by and large, qualifying for a jet type only qualifies you for that jet type. Specialisation is the name of the game, it's kinda by default.


My point was that you are unlikely to become the best pilot on the planet because you read the manual and sat in the simulator. You can become competent using simulators to meet the basic requirements. That's a lot different from mastering it once you start logging real flight time.
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Fallon Kell
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PostPosted: Thu Apr 05, 2012 8:33 pm    Post subject: Reply with quote

Kaloth Varsk wrote:

My point was that you are unlikely to become the best pilot on the planet because you read the manual and sat in the simulator. You can become competent using simulators to meet the basic requirements. That's a lot different from mastering it once you start logging real flight time.
I s'pose that depends on the quality of the simulation.
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garhkal
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PostPosted: Fri Apr 06, 2012 3:10 am    Post subject: Reply with quote

Kaloth Varsk wrote:

My point was that you are unlikely to become the best pilot on the planet because you read the manual and sat in the simulator. You can become competent using simulators to meet the basic requirements. That's a lot different from mastering it once you start logging real flight time.


Very true... i know plenty of AF personnel and navy pilots who are OK in a plane from sims/reading on it, but are not specialists etc till they have logged x hrs behind the stick itself.
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Crimson_red
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PostPosted: Sun Apr 15, 2012 12:45 pm    Post subject: Reply with quote

Well the first part of the adventure is complete... boy was it hard fitting time in between house hunting, wedding planning, and final exams (not to mention Skyrim absorbing more than a little free time... Embarassed ). It went relatively smoothly all considering having one green player, and me along with other having not had a chance to play D6 in almost two years.

The sisters, Ina and Ellee, started off coyly, unsure if they could convince Uncle to let them have the derelict YT-1760. After some dithering and planning to keep it a secret, they final approached him, realizing they need his equipment to pull the half submerged ship out of the mud and to find an adequate work space. With the recent disappearance of their parents Uncle thought this would be a good distraction for them and he agreed to let them have the derelict as long as he had final approval before they were going to try and take off with it.

Securing a work space was a little more difficult; the girls toyed with the idea of just building a sheet metal lean-to or hollowing out a larger space hulk to get the ship out of the elements, but they were able to convince Uncle to use one of his smaller work bays. In exchange the two would be logging a goodly amount of unpaid labor in the scrap yard each week. They also agreed to make deliveries for Uncle at a reduced rate, allowing them to make at least a little bit of credits to put towards repairing their ship. [The primary task. They were able to excel at it, since they started bargaining by offering surprisingly advantageous terms to Uncle, thus reducing the difficulty. They may have more difficulty with other tasks as they will have less money to put towards their ship as the story moves on]

Over the following months, the sisters would begin sorting through the scrap yard looking for necessary and helpful parts. They met early success when the found, among other things, some Subpro DT2 Distributor & Phasing Linkages for the power system, unfortunately they were unable to scrounge a complete set of the high performance and expensive links and had to install a more common set. [The first optional task they started, and would become the first they failed at. If I had allowed their rolls to apply to the greatest difficulties first instead of having them meet them in ascending order they may have succeeded]

While searching through the yard the two had a very harrowing encounter with a scrats nest; seeing what she thought was a lone scrat, Ina took a shot at it to rid the yard of one of the pests unintentionally revealing a nest way to close for comfort. Having spotted a Roche Bi-linear Catalyzer in the nest at risk of being devoured by the creatures, the sisters decide to fight it out, despite the great risks of attacking a scrat nest unprepared. Both sisters find it is a bitter and dangerous fight that took all they had. In the end they successfully slew the scrat Alphas (a mated pair) causing the last members of the nest to flee in confusion. They grabbed their prize and headed back to the homestead to receive some sorely needed medical attention. Seeing the two so battered, and close to having been killed, all over an optional part, gave Uncle his first misgivings about letting the girls have their ship, but scrat were a common hazard and the girls did mostly have the sense to avoid a nest, so he tended their injuries, gave them a stern rebuke for their foolishness, and made sure they didn't stray too far over the next few weeks while recuperating. [A very rough and dangerous fight, they used all their CP and a force point each to survive; Ina Wounded and Ellee Wounded Twice. When making a worksheet for this fight I had made reduced stats for the scrat to compensate for their increased numbers, but deleted those when formatting the sheet, using the more dangerous stats. The fight was a lot more dangerous than I intended, but it was an exciting encounter for everyone and they did scrape through alive if a little more cautious.]

While on their search for parts, they followed a rumor that someone had seen a working CEC FLJ-22 Particle Shield generator in a half crushed YV-545, a much more efficient model than could be found in their 1760. They found the generator, but it was wedged in tight with an old Gallofree hulk resting on top of part of the smaller ships hull. With a combination of wits, physical strength (and a droid companion called Scraps), and Uncle's prized power jack they were able to get the generator out (and pull off some pieces of engine housing and outer hull plating to boot). Retrieving the power jack proved somewhat harrowing when hull began to crumple, forcing them to hightail it to the exit Indiana Jones style before being crushed. Uncle is never to hear about that last part, they agreed, and threatened Scraps. [This one went relatively easy, they made all their rolls to spot the weakness of the hull and to prop it up, so I added the complication of the power jack to end the game on a exciting high note, seems to have worked.]
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Raven Redstar
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PostPosted: Sun Apr 15, 2012 3:33 pm    Post subject: Reply with quote

Sounds like a good start to a game. Another advantage to having your players work so hard to build their ship is that you are building an attachment to it. Kind of like Mal with Serenity. I foresee a great deal of adventures just keeping the old girl running. Well done!
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ZzaphodD
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PostPosted: Sun Apr 15, 2012 4:05 pm    Post subject: Reply with quote

Given all the 'name dropping' regarding spaceship parts in the thread I have to ask.

Anyone having a good list of such parts that one can use instead of just saying 'you need eeeh, these replacement parts'?
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Crimson_red
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PostPosted: Sun Apr 15, 2012 4:15 pm    Post subject: Reply with quote

ZzaphodD wrote:
Given all the 'name dropping' regarding spaceship parts in the thread I have to ask.

Anyone having a good list of such parts that one can use instead of just saying 'you need eeeh, these replacement parts'?


Sorry, no list, I just feel giving each part a name helps create atmosphere/realism, much like techno-babble on Star Trek. I usually grab a name of some ship/tech manufactuer from memory or from wookieepedia, throw in some random part number, then pick a component I've seen in incredible cross sections, heard/seen in the movies or books, or made up based on what sounds good or meets my needs.
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garhkal
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PostPosted: Sun Apr 15, 2012 8:37 pm    Post subject: Reply with quote

Crimson_red wrote:

The sisters, Ina and Ellee, started off coyly, unsure if they could convince Uncle to let them have the derelict YT-1760. After some dithering and planning to keep it a secret, they final approached him, realizing they need his equipment to pull the half submerged ship out of the mud and to find an adequate work space. With the recent disappearance of their parents Uncle thought this would be a good distraction for them and he agreed to let them have the derelict as long as he had final approval before they were going to try and take off with it.


As a Q.. what skills did you have them use here?

Crimson_red wrote:

Securing a work space was a little more difficult; the girls toyed with the idea of just building a sheet metal lean-to or hollowing out a larger space hulk to get the ship out of the elements, but they were able to convince Uncle to use one of his smaller work bays. In exchange the two would be logging a goodly amount of unpaid labor in the scrap yard each week. They also agreed to make deliveries for Uncle at a reduced rate, allowing them to make at least a little bit of credits to put towards repairing their ship. [The primary task. They were able to excel at it, since they started bargaining by offering surprisingly advantageous terms to Uncle, thus reducing the difficulty. They may have more difficulty with other tasks as they will have less money to put towards their ship as the story moves on]


Good on them!

Crimson_red wrote:

Over the following months, the sisters would begin sorting through the scrap yard looking for necessary and helpful parts. They met early success when the found, among other things, some Subpro DT2 Distributor & Phasing Linkages for the power system, unfortunately they were unable to scrounge a complete set of the high performance and expensive links and had to install a more common set. [The first optional task they started, and would become the first they failed at. If I had allowed their rolls to apply to the greatest difficulties first instead of having them meet them in ascending order they may have succeeded]


I have seen that before... where a pc stupidly rolled for the most difficult task first (and failed), which in turn hampered all the rest...

Crimson_red wrote:
The fight was a lot more dangerous than I intended, but it was an exciting encounter for everyone and they did scrape through alive if a little more cautious.][/i]


I have also had that happen before... But it sounds like they were well into the fight....

Crimson_red wrote:

While on their search for parts, they followed a rumor that someone had seen a working CEC FLJ-22 Particle Shield generator in a half crushed YV-545, a much more efficient model than could be found in their 1760. They found the generator, but it was wedged in tight with an old Gallofree hulk resting on top of part of the smaller ships hull. With a combination of wits, physical strength (and a droid companion called Scraps), and Uncle's prized power jack they were able to get the generator out (and pull off some pieces of engine housing and outer hull plating to boot). Retrieving the power jack proved somewhat harrowing when hull began to crumple, forcing them to hightail it to the exit Indiana Jones style before being crushed. Uncle is never to hear about that last part, they agreed, and threatened Scraps. [This one went relatively easy, they made all their rolls to spot the weakness of the hull and to prop it up, so I added the complication of the power jack to end the game on a exciting high note, seems to have worked.]


Sounds like it was a blast...
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Crimson_red
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PostPosted: Sun Apr 15, 2012 11:46 pm    Post subject: Reply with quote

garhkal wrote:
As a Q.. what skills did you have them use here?


lol, that was one area where they never needed to make a roll as I had always intended for Uncle to conclude it would be a good distraction from their missing parents. Not that the players knew that, they had to roleplay it out just the same and Uncle acted appropriately 'stern' and 'reluctant' getting promises that that they wouldn't try to fly it without his approval. He's keeping a close eye on their progress to know when the ship is capable... just in case they don't stick to their word.

Now that the ship is in his work shop it actually makes it easier for him... though I didn't account for that during the following negotiations.

garhkal wrote:
I have seen that before... where a pc stupidly rolled for the most difficult task first (and failed), which in turn hampered all the rest...


It's more the reverse, I had placed the rolls, for simplicity/tracking sake, in an ascending order of difficulty (very easy, easy, moderate, etc). Some of their early rolls were great, hitting difficult and very difficult numbers and I applied these rolls in order meaning they rolled really good on the easy and poorly on the difficult... If I took a more dynamic approach, like removing the most difficult roll they beat first, they may have succeeded.

I don't feel too bad though, it helped to illustrate that they don't need to succeed at every task I throw in front of them and that they can fail at these tasks too.

garhkal wrote:
Sounds like it was a blast...
It was, I missed playing SWRPG, and its nice coming back to the game that taught me roleplaying. It had its hiccups, being the first time I've played in a while, but we sorted them quickly and moved on. Everyone understood and helped along the way. Smile

And having a place like the Rancor Pit helps a lot in working out ideas and stories along the way, thanks everyone.
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garhkal
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PostPosted: Mon Apr 16, 2012 10:41 am    Post subject: Reply with quote

Glad my write up of the Skrats worked well.
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Crimson_red
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PostPosted: Thu Apr 26, 2012 6:18 pm    Post subject: Reply with quote

Some scheduling delays have prevented my group from getting together for a while now, with those (hopefully) clearing up, I'm brushing up on my material in anticipation of the next session. While doing that I figure I see if I can't get any last minute help. I've two questions:

First, I've been debating whether I should do the 'Wastes' act next or the 'Town.' Originally I planned to do the wastes first, but I can't deny that it is, by far, the most dangerous act, between the swoop races and dealing with the swoop gang, who wont hesitate to use lethal force. Admittedly, the characters wont be advancing any skills between acts, but they do earn CPs and potentially FPs. The town act is a lot more tame, but has another problem, funding. It offers few opportunities to make money or acquire means of trade so they can better negotiate - something they will be doing a lot of in town. Which brings me to the second question.

I'm still looking for ways the PCs to gain leverage in negotiations (like winning swoop races or finding a crashed salvaged ship). I think they could benefit from a few more options, particularly while in town.

So, any suggestions? Would you run the wastes or the town act first? and and new ideas for potential funding/trading opportunities? The players may likely make their own, as they are often want to do, but having a few extra up my sleeve can't hurt.

I included the summaries of the two acts in questions below, if that helps:
Crimson_red wrote:

In the Wastes
• Replacement Engines were taken by local swoop gang, the Flit Hawks (Speed):
- Get the gang’s Corellian Evader-LTX Ion Drive from secured warehouse
- Get your refurbished CEC Besh-2 Ion thrust Drive from compound yard
- Pick up Old Dangrin’s aging Incom Starsling Ion Drive
• Acquire starship weapons from the Flit Hawks (weapons)
• Rumour of a crashed smuggler ship in the swamps –salvage Tri-lateral Thrusters/other (maneuverability and trade)
• Akilika Canyon Races (trade)

Around Town (Erannis)
• Refurbish Power Core (variable):
- Hire Dinn Havis, the ingenious but lascivious engineer
- Take it to Hypervection Power Solutions for Refurbishment
- Convince Ilvid Unluu, an Arcona technician down on his luck, to help
• Stop by Slic Slovo’s Emporium:
- Buy shields: Rendili Stardrives NC-12 (1D) Cygnus Spacewerks ARX-112 (2D)
- Buy Weapons
• Tarquin University (glorified library): Research Plasma Harmonics [Knowledge: Scholar] (Expansion)
• Get lot #YL225 past customs for Riv Dazim (trade)


As usual, any help is much appreciated Smile
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