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High-end & low-end Nav Computers
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Ning Leihrec
Lieutenant Commander
Lieutenant Commander


Joined: 17 Apr 2015
Posts: 196

PostPosted: Fri Aug 28, 2015 10:16 am    Post subject: Reply with quote

If you're in a spacers guild or something your chart fee might be waived in exchange for your latest flight paths. If you're a true tramp with no ties to an organization you'd be charged something like 100-500 for in-sector charts. 500-5,000 for out-of-sector charts. All prices depending on detail and rarity. And you'd be required to share your own charts just to gain access to the store. Thus the aforementioned black market in star charts for those who prefer to keep their logs secret.
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garhkal
Sovereign Protector
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Joined: 17 Jul 2005
Posts: 12121
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Aug 28, 2015 3:21 pm    Post subject: Reply with quote

Plus you have those who trail blaze new pathways who should be getting a chunk of each 'chart update' that includes their new route..
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12052
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Aug 28, 2015 5:55 pm    Post subject: Reply with quote

garhkal wrote:
Plus you have those who trail blaze new pathways who should be getting a chunk of each 'chart update' that includes their new route..
That's what this is for:
    Scout/Survey Hyperdrive
    Model: Incom Pathfinder-Type Exploration Hyperdrive
    Cost: 10,000 credits plus installation costs
    Weight: 10 metric tons (replaces Backup Hyperdrive)
    Availability: 3
    Hyperdrive Modifier: x6
    Notes:
    -Designed for efficient operations at low speeds. Reduce consumption of Consumables by 50% when using this drive.
    -In game terms, the drive's sensor rating is Search 2 (rounds)/2D.
    Capsule:
    All hyperdrives are equipped with a dedicated Crystal Grav-Field Trap sensor that scans space immediately ahead along the ship's flight path, looking out for mass shadows that indicate the presence of dangerous obstacles. These sensors are relatively basic, scanning only a few seconds ahead (2 rounds, modified by the ship's hyperdrive modifier). This is generally just enough time to engage the drive's automatic cut-out before the ship crashes into the mass shadow and is destroyed.

    A Scout/Survey Drive, however, takes a different approach. Equipped with a small cluster of Crystal Grav-Field Traps, it integrates with the ship's onboard sensors, allowing for more in-depth analysis of detected mass shadows. In addition, because of the drive's slow speed, the ship's crew can detect mass shadows as much as a minute away (2 rounds @ x6 = 12 rounds), time in which the scout ship's crew can get a basic read on the nature of the mass shadow (stellar object, planet, artificial, etc.) it is approaching, and plan accordingly.

    In addition, the sensor will also detect the presence of mass shadows that the ship will pass nearby that are not of sufficient strength to engage the ship's hyperdrive cut-out. Getting a sensor read on such mass shadows is more difficult than analyzing mass shadows directly in the ship's path (+5), but it can alert the crew to new and previously unknown phenomenon that would otherwise have passed blindly by, and that can be very useful to a scout.

    Obviously, at such slow speeds, a ship operating on a scout/survey drive will not go anywhere quickly, and the ship's crew will often spend lots of time focusing on other activities (training, etc). However, the drive is much safer to use when operating outside of known hyperspace lanes, and also gives the ship's crew a basic ability to sense the universe around them even while in hyperspace.

    For obvious reasons, scout/survey drives have also become popular with smugglers, who use the drive's early warning capability to detect and avoid naval interdictions and blockades.

Of course, the problem with selling information is that you can only realistically sell it once, at which point you rapidly begin to lose control of who has access to it. I can't even picture the legal aspects of trying to put a patent on a hyperspace route. The only method I could see even being partially effective would be to blockade the route with a gravity well projector, either in the middle or at both ends, then charge a toll for its use, like a turnpike in space.

It also occurs to me that, if a ship crew wanted to engage in illicit activity, they could purchase a backup navcomputer, conceal it somewhere aboard the ship, then use that navcomp to plot all of the courses that they'd rather not have as public knowledge...
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12052
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Aug 28, 2015 5:57 pm    Post subject: Reply with quote

Ning Leihrec wrote:
If you're in a spacers guild or something your chart fee might be waived in exchange for your latest flight paths. If you're a true tramp with no ties to an organization you'd be charged something like 100-500 for in-sector charts. 500-5,000 for out-of-sector charts. All prices depending on detail and rarity. And you'd be required to share your own charts just to gain access to the store. Thus the aforementioned black market in star charts for those who prefer to keep their logs secret.

That makes sense.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 12052
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Oct 29, 2016 11:54 am    Post subject: Reply with quote

Pursuant to this topic and several stat updates, I've been thinking about ways to include different grades of Navcomputers while not diverging too far from the RAW and into extensive number crunching and bookkeeping.

Rather than the standard Yes/No/Limited (# of Jumps), I'm thinking five grades of Navcomputer, each with a varying modifier to Astrogation Difficulty, along with a maximum number of jumps for the smaller, lower-end ships.
    Limited
    Cost: 500 credits + 100 per jump (Availability: 1)
    Weight: Minimal.
    Limit: 2-10 jumps
    Modifier: +5 to Astrogation Difficulty
    Capsule: This is the smallest available navcomputer, generally used only on ships that lack the carrying capacity for one of the larger models, such as starfighters. It is also commonly built into astromech droids (replaces the Astrogation Buffer). It only has sufficient memory for routes in a small area, and is generally loaded only with local star charts. Once it has reached its limit, the navcomputer must be serviced and loaded with updated charts from a navcomputer of Standard or better rating.

    Basic
    Cost: 2,000 credits (Availability: 1)
    Weight: 1 ton
    Limit: Unlimited
    Modifier: +5 to Astrogation Difficulty
    Capsule: This model uses the same processor as the Limited model, but with much larger memory capacity. Generally, this model is used on inexpensive ships operating on well-traveled routes.

    Standard
    Cost: 4,000 credits (Availability: 1)
    Weight: 2 tons
    Limit: Unlimited
    Modifier: None
    Capsule: This is the baseline model installed in most starships.

    Advanced
    Cost: 20,000 credits (Availability: 2, F)
    Weight: 20 tons
    Limit: Unlimited
    Modifier: -5 to Astrogation Difficulty
    Capsule: This navcomputer is commonly found aboard military vessels or high-end commercial ships.

    Superior
    Cost: 100,000 credits (Availability: 3, R)
    Weight: 50 tons
    Limit: Unlimited
    Modifier: -10 to Astrogation Difficulty
    Capsule: This state-of-the-art system is found almost exclusively in military service, commonly aboard dedicated scout or navigation support vessels, as well as some command ships.

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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Last edited by CRMcNeill on Wed Nov 01, 2017 6:53 pm; edited 1 time in total
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MrNexx
Commodore
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Joined: 25 Mar 2016
Posts: 1352
Location: Houston

PostPosted: Sat Oct 29, 2016 2:13 pm    Post subject: Reply with quote

So, let's say I have a Type 1 NavComputer, and travel regularly between Hoth and Bespin. Is that one trip (Hoth<->Bespin) or two trips (Hoth->Bespin and Bespin->Hoth)?

With the Astrogation penalty, does that apply to jumps in my memory, or just attempts to make jumps not specifically programed, but still available from the star charts I have? For example, if I don't have Hoth->Anoat->Bespin specifically programmed, can I make it with a -5, or is it simply beyond my Navicomputer?

At what level Navicomputer can you start making "novel" jumps? At what point can the Navicomputer say, "Well, no one has jumped from Naboo to Trandosha before, but I can figure it out from the data available"?

And, as an avid user of Google Maps, at what point does the Navicomputer start suggesting shortcuts? I know that there's one route in the R&E that, if you go A->B, it's a really long trip, but if you go A->C->B it's down to like, 8 hours. (Looking, it seems like Coruscant to Tattooine is 22 days, but if you go Coruscant->Corelia->Tattooine, it's just 8 hours)
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12052
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Oct 29, 2016 2:39 pm    Post subject: Reply with quote

Frankly, if you want that level of crunch, then what I just posted isn't the house rule for you. This is basically just to allow characters a degree of customization while still using the existing rules.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12052
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Oct 29, 2016 3:15 pm    Post subject: Reply with quote

Although, to address one of your points, something I considered while writing this up was to a Astrogation Difficulty modifier that shifted not just on how well traveled the route was, but the duration of the jump as well, so that a jump of a few hours or so would be made at standard Difficulty, but a day-long jump would be at +10, a one week jump at +20, and so on. These aren't hard numbers, just examples to give you the general idea. However, when combined with what I posted above, it limits the ability of less capable Nav-Computers when trying to plot courses that require detailed information about specific routes.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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