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High-end & low-end Nav Computers
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Ning Leihrec
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Joined: 17 Apr 2015
Posts: 211

PostPosted: Sun May 03, 2015 11:17 am    Post subject: Reply with quote

Here's a breakdown of nav computers I'll be using in my upcoming campaign...
Thanks for everyone's input. I found Crmc's solution highly applicable.

crmcneill wrote:
A nav-computer, rather than being capable of unlimited jumps, will have a base difficulty modifier which is applied to the difficulty of any jump it makes. It will also have a modifier that increases the difficulty based on the number of jumps made since the last time the ship downloaded a chart update. Larger capital ships will have lower difficulty levels and modifiers, and can make dozens or hundreds of jumps without difficulty, but smaller craft (starfighters and space transports) have more limited and less capable nav-computers, with higher base difficulty and a modifier that ramps up more rapidly.

by those rules I separated Nav Computers into 5 classes. Still tweaking the price points, but this is the general idea.

Class I Nav Comp
diff: +10 (+5/jump)
cost: 1,000

Class II Nav Comp
diff: +5 (+1/jump)
cost: 2,000

Class III Nav Comp
diff: +0 (+1/jump)
cost: 5,000

Class IV Nav Comp
diff: -5 (+1/5 jumps)
cost: 15,000

Class V Nav Comp
diff: -10 (+1/10 jumps)
cost: 60,000 (black market)
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garhkal
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Joined: 17 Jul 2005
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun May 03, 2015 4:20 pm    Post subject: Reply with quote

So say a ship has a class 2. It adds +5 to the TN for any jump it makes base, +1 per additional jump made since it's last nav update.
So a ship operating 5 jumps for a rebel mission, and has had NO update prior, would be a base 6 for jump 1, 7 for jump 2, 8 for jump 3 and so on?
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CRMcNeill
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Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun May 03, 2015 4:24 pm    Post subject: Reply with quote

No. The base is a modifier to the difficulty of the jump according to the RAW, which then scales up with the number of jumps.
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griff
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Joined: 16 Jan 2014
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Location: Tacoma, WA

PostPosted: Sun May 03, 2015 5:05 pm    Post subject: Reply with quote

I just watched the Rebels episode "droids in distress" where our heroes took the star tours ride (not joking that really is the ride at disenyland) from Lothal to Garrell. That navigation computer probably only has two jumps there and back and travels that route twice in a twelve hour period. That navicomputer would give a bonus to that route and be next to useless to any other giving a high penalty for going off course.

Should it be considered that a successful astrogation roll for a jump not need to be rolled again within a short time frame unless the player wants to try to get a higher roll to shorten trip time?
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Ning Leihrec
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Joined: 17 Apr 2015
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PostPosted: Mon May 04, 2015 10:22 am    Post subject: Reply with quote

That makes sense to me. Do you think the recently traveled route should be granted an automatic success or just a bonus? And if the latter, how much of a bonus?
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garhkal
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PostPosted: Mon May 04, 2015 2:06 pm    Post subject: Reply with quote

crmcneill wrote:
No. The base is a modifier to the difficulty of the jump according to the RAW, which then scales up with the number of jumps.


The Base modifier i was writing does scale up.. Or was you thinking that 6/7 etc was the BASE number..?
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CRMcNeill
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PostPosted: Tue May 05, 2015 12:00 am    Post subject: Reply with quote

When you said base 6 above, I read it as you saying the base difficulty for the jump, not the base difficulty for the modifier.
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garhkal
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PostPosted: Tue May 05, 2015 3:14 pm    Post subject: Reply with quote

Then i apologize for my confusing post.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue May 05, 2015 4:53 pm    Post subject: Reply with quote

Sith happens. I've got my share of confusing posts too.
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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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Ning Leihrec
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PostPosted: Sat May 09, 2015 10:59 pm    Post subject: Reply with quote

Ammending my stats for Nav Computers. The Class I is too underpowered and dangerous to make sense. It's almost as bad as no Nav Comp at all. Had to fix the list a bit...

Class I Nav Comp
diff: +5 (+5/jump)
cost: 1,000

Class II Nav Comp
diff: +0 (+3/jump)
cost: 2,000

Class III Nav Comp
diff: +0 (+1/jump)
cost: 5,000

Class IV Nav Comp
diff: -5 (+1/5 jumps)
cost: 15,000

Class V Nav Comp
diff: -10 (+1/10 jumps)
cost: 60,000 (black market)
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Aug 25, 2015 7:34 pm    Post subject: Reply with quote

Ning Leihrec wrote:
Ammending my stats for Nav Computers. The Class I is too underpowered and dangerous to make sense. It's almost as bad as no Nav Comp at all. Had to fix the list a bit...

Coming back around to this, you might want to include weight stats for these navcomputers, too, as weight allotment is a major concern for modifying starships. Otherwise, one could conceivably fit a Class 5 Navcomputer into an X-Wing...
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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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garhkal
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PostPosted: Tue Aug 25, 2015 9:09 pm    Post subject: Reply with quote

Easily done..

Class I Nav Comp
diff: +5 (+5/jump)
cost: 1,000
Weight: 1 Ton

Class II Nav Comp
diff: +0 (+3/jump)
cost: 2,000
Weight: 2 Tons

Class III Nav Comp
diff: +0 (+1/jump)
cost: 5,000
Weight: 5 Tons

Class IV Nav Comp
diff: -5 (+1/5 jumps)
cost: 15,000
Weight: 15 tons

Class V Nav Comp
diff: -10 (+1/10 jumps)
cost: 60,000 (black market)
Weight: 50 tons
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Aug 25, 2015 11:06 pm    Post subject: Reply with quote

That works. The Class I & II are small enough to explain how a navcomputer could be shoe-horned into something like the back seat of a Y-Wing, which is what WEG did to make the Y-Wing Longprobe.
_________________
"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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garhkal
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PostPosted: Wed Aug 26, 2015 11:39 pm    Post subject: Reply with quote

And why the top end ones are generally NOT On small freighters, but larger cap ships.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Aug 27, 2015 8:23 pm    Post subject: Reply with quote

What should be the cost of a chart update? Would it be included in the ship service and replenishment fee from GG6?
_________________
"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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