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Jet Packs & Movement
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garhkal
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PostPosted: Thu Jul 08, 2010 4:31 am    Post subject: Reply with quote

Which skill would he use then,, when out of fuel? Still jet pack ops? Rocket pack ops?
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atgxtg
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PostPosted: Fri Jul 09, 2010 4:00 pm    Post subject: Reply with quote

garhkal wrote:
Which skill would he use then,, when out of fuel? Still jet pack ops? Rocket pack ops?


He should still use the same skill. After all, if someone had to land an X-Wing that was ionized or without power, he would still use the same skill.

THe problem would be that without thrust the pilot will not be able to after his speed or direction. If the pack has some sort of steering verniers, wings or something that would provide some degree of steering control, and the pilot might be able to make a controlled landing.
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garhkal
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PostPosted: Fri Jul 09, 2010 11:29 pm    Post subject: Reply with quote

Shouldn't that have said "Uncontrolled crashing" Twisted Evil Twisted Evil
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jmanski
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PostPosted: Sat Jul 10, 2010 12:46 pm    Post subject: Reply with quote

Or falling with style?
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ZzaphodD
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PostPosted: Sat Jul 10, 2010 1:24 pm    Post subject: Reply with quote

I quote my post in the 'Jetpack' thread under Starships & Equipment..

Quote:

AFAIK the main difference between a Jetpack and a Rocketpack is that the Rocketpack operates in vacuum right? Are there any other significant differences? Looking at 'Equipment Stats' I cant find any. This seems rather redundant if you ask me.

My idea is to have Rocket packs have higher thrust but less durability and maneuverability. I also put Repulsor packs in there for good measure. They have higher maneuverability and endurance but have other limitations and should be much more expensive.

For Example:
Jet Pack, 100 m/charge, 20 charges fuel, Maneuverability 1D

Rocket Pack, 150 m /charge, 10 charges fuel, Maneuverability -, can operate in vacuum.

Repulsor Pack, 50m/charge, 50 charges of power, Maneuverability 2D, Must have gravity present to operate. Flight ceiling: 100 m.

Of course, individual packs may differ.

Also, Im thinking of having Cad Bane show up. What about his boot mounted jet thrusters? They seem rather maneuverable, but should probably have a rather low fuel capacity and thrust. Perhaps 50m/charge and 8 charges of fuel.


This does not take the exceptional acceleration of the jetpack in the thread start into consideration, but it does make a difference between jet and rocket packs.
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jmanski
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PostPosted: Sun Jul 11, 2010 3:54 pm    Post subject: Reply with quote

The effects of accelleration probably shouldn't be bothered with. It's a role-playing game. At some point realism needs to be minimal or even abandoned.
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Rerun941
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PostPosted: Sun Jul 11, 2010 11:32 pm    Post subject: Reply with quote

jmanski wrote:
The effects of accelleration probably shouldn't be bothered with. It's a role-playing game. At some point realism needs to be minimal or even abandoned.


Even more importantly, it's Star Wars! If it would be cooler to have the PC crash and struggle to get out of a dire situation, have em crash. If it'd be cooler to have the PC swoop down with his jetpack and save the herione in the nick of time, go with that...

Use the stats as a guide for good storytelling.
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jmanski
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PostPosted: Tue Jul 13, 2010 10:02 pm    Post subject: Reply with quote

Amen, brother!
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garhkal
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PostPosted: Wed Jul 14, 2010 7:00 am    Post subject: Reply with quote

I disagree. If you are gonig to go that route, why even bother having them have a dice value for the skill at all?
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Rerun941
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PostPosted: Wed Jul 14, 2010 7:33 am    Post subject: Reply with quote

garhkal wrote:
I disagree. If you are gonig to go that route, why even bother having them have a dice value for the skill at all?


Have em roll their Jetpack Operation skill and see what comes up, if it's really good, something really good happens. If it's an ok roll, something ok happens.

The whole point I was getting at is: don't get bogged down in the details of "using that model jetpack will require you to burn 2 charges and you'll move 30m travelling at 200mph since there's a crosswind it means you end up... blah blah blah"

As a GM my thinking would be: "burn a charge on the jetpack, describe what you're trying to have your character do and roll your jetpack ops skill." Good skill means the PC knows how to use the jetpack to get the desired results and take into account crosswinds, acceleration, and good throttle control.
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ZzaphodD
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PostPosted: Wed Jul 14, 2010 2:18 pm    Post subject: Reply with quote

garhkal wrote:
I disagree. If you are gonig to go that route, why even bother having them have a dice value for the skill at all?


I have the same skill for jet/rocket pack.
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atgxtg
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PostPosted: Thu Jul 15, 2010 3:56 pm    Post subject: Reply with quote

Rerun941 wrote:
The whole point I was getting at is: don't get bogged down in the details of "using that model jetpack will require you to burn 2 charges and you'll move 30m travelling at 200mph since there's a crosswind it means you end up... blah blah blah"


I get your point, but I think garkhal has a point too.. The point could be made for all the other aspects of the game as well. DO we need all the stats for the variouas vehicles like X-Wings and TIE fighters? Or all the complicated rules for movement? Or the whole complicated set of rules for sensors? Why not just reduce it to stating what you want to do and seeing if you make a good skill roll?

So this is really a qu7estion of where to draw the line, and I think differernt GMs will draw it at differernt places.


I think we all agree that a character being able to move a couple of hundred meters in a 5 second turn is going to have a potentially destabilizing effect on game play.
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ZzaphodD
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PostPosted: Thu Jul 15, 2010 4:10 pm    Post subject: Reply with quote

atgxtg wrote:
Rerun941 wrote:
The whole point I was getting at is: don't get bogged down in the details of "using that model jetpack will require you to burn 2 charges and you'll move 30m travelling at 200mph since there's a crosswind it means you end up... blah blah blah"


I get your point, but I think garkhal has a point too.. The point could be made for all the other aspects of the game as well. DO we need all the stats for the variouas vehicles like X-Wings and TIE fighters? Or all the complicated rules for movement? Or the whole complicated set of rules for sensors? Why not just reduce it to stating what you want to do and seeing if you make a good skill roll?

So this is really a qu7estion of where to draw the line, and I think differernt GMs will draw it at differernt places.


I think we all agree that a character being able to move a couple of hundred meters in a 5 second turn is going to have a potentially destabilizing effect on game play.


Its just different opinion where to draw the line. Most can agree that a TIE fighter and a X-Wing should have different stats. As rocket packs are supposed (by fluff) to be faster than jet packs we need different stats for those too. But that jet pack X moves 150 meters and jet pack Y moves 175 meters per charge is perhaps not that important to keep track of. But again, its up to personal opinion.
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