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Game Mechanics
Feedback on the rules for the Edge of the Empire Beta
Moderator: FFGMarkFFG_Sam Stewartynnen Topics: 144 | Posts: 3073
Starship and Vehicle Feedback Thread
Published on 22 August 2012 - 00:30:11
Page 5 of 6 (76 messages) « First page... 3 4 5 6 ...Last page »
Reply #61 | Published on 31 October 2012 - 07:48:17

Donovan Morningfire said:

I don't think you're going to be able to get things to 'match up' as FFG has pretty much taken the pre-existing system (listing capacity in metric tons as has been done since WEG days) and thrown it out in favor if a much more nebulous and hard-to-define "encumbrance" method.  Even after the Week 8 Update which increased the Encumbrance listing for most ships, cargo capacity simply isn't going to map over to the "established" values, most of which came from WEG & WotC RPGs.

Personally, I'd much rather FFG simply go back to "metric tons" for starship carrying capacities, but I seriously doubt that's going to happen in any of their official products.

I don't necessarily expect a 1:1 mapping, but at this point it's all over the map (11%-250% just from the few ships I've checked).  The thing with the Encumbrance system is that it doesn't actually have to account for things being overly larger, or overly heavy on both sides.  It can be done just on the side of the things being carried.

For example, someone wants to load their ship's cargo space full of oil, gold, or packing peanuts.  You don't need imagine ahead of time that the ship will be used to carry those and try to account for it then.  You just need to realize that gold is much denser than normal, and should therefore be given a higher Encumbrance cost due to their mass, and that packing peanuts are much bulkier by weight, and should therefore be given a higher Encumbrance cost due to their bulk, while oil is fairly well in line with the 'norm', and should probably fall into the normal Encumbrance cost range.

Metric tons wouldn't be a bad starting point, but if they want to use the same Encumbrance system from character scale to starship scale, some rough conversion factor would make things cleaner.  Right now, if I wanted to load up a YT-1300 with blasters, it could only carry 165 of them unless there's already a conversion factor I'm not seeing between ship Encumbrance and character Encumbrance.

Lightsaber: Is it an elegant weapon from a more civilized age, dangerous Jedi paraphernalia,the galaxy's best utility knife?

Reply #62 | Published on 31 October 2012 - 07:51:39

LethalDose said:

Just for clarity, when you are looking at conversion ratios, you're comparing pre- and post- week 8 Errata values, correct?  I just want to be sure that I understand that you are not pulling from sources external to EotE.

-WJL

Sorry, I think I misunderstood your question originally.  I'm using the week 8 Errata numbers compared to the generally accepted cargo capacities based on various prior sources, which can be found referenced in places such as Wookiepedia.

Lightsaber: Is it an elegant weapon from a more civilized age, dangerous Jedi paraphernalia,the galaxy's best utility knife?

Reply #63 | Published on 31 October 2012 - 08:32:48

Voice said:

Donovan Morningfire said:

I don't think you're going to be able to get things to 'match up' as FFG has pretty much taken the pre-existing system (listing capacity in metric tons as has been done since WEG days) and thrown it out in favor if a much more nebulous and hard-to-define "encumbrance" method.  Even after the Week 8 Update which increased the Encumbrance listing for most ships, cargo capacity simply isn't going to map over to the "established" values, most of which came from WEG & WotC RPGs.

 

Personally, I'd much rather FFG simply go back to "metric tons" for starship carrying capacities, but I seriously doubt that's going to happen in any of their official products.

 

I don't necessarily expect a 1:1 mapping, but at this point it's all over the map (11%-250% just from the few ships I've checked).  The thing with the Encumbrance system is that it doesn't actually have to account for things being overly larger, or overly heavy on both sides.  It can be done just on the side of the things being carried.

For example, someone wants to load their ship's cargo space full of oil, gold, or packing peanuts.  You don't need imagine ahead of time that the ship will be used to carry those and try to account for it then.  You just need to realize that gold is much denser than normal, and should therefore be given a higher Encumbrance cost due to their mass, and that packing peanuts are much bulkier by weight, and should therefore be given a higher Encumbrance cost due to their bulk, while oil is fairly well in line with the 'norm', and should probably fall into the normal Encumbrance cost range.

Metric tons wouldn't be a bad starting point, but if they want to use the same Encumbrance system from character scale to starship scale, some rough conversion factor would make things cleaner.  Right now, if I wanted to load up a YT-1300 with blasters, it could only carry 165 of them unless there's already a conversion factor I'm not seeing between ship Encumbrance and character Encumbrance.

I get this idea about the encumbrance stat - but some guidelines as to how to convert from tons to enc would be nice - perhaps size (old WotC or just plain meters or silhouette) and ton capacity comes into account?

Or, as you say, some conversion guide for weapons/armour/gear packed into crates - how many blaster pistols in a "standard" sized crate? What would the encumbrance of this be? If a "standard" crate measures 1,5 x 1,5 x 1,5 meters, how many blaster would fit? 20? 15? 30? 40? Would the encumbrance for starship storage equal to the sum of these blasters? or less? I mean, the crate in and of itself would probably have an encumbrance of 15 or so… should it then increase this by number of blasters? or could it hold x amount before encumbrance changes?

Lets say a standard storage crate has the above measurements (approx 3,4 cubic meters and an encumbrance of 15), a standard ranged heavy weapons crate - for light repeaters and heavy repeaters and the like, is 1m wide, 2m long and 0,5 tall - encumbrance of 20?

Should weapons encumbrance be halved when considered how many can fit into the box (is the box encumbrance the limit to how much it can contain too?)? and how much does the encumbrance for the crate increase after being filled with item? 1 quarter of the total encumbrance of the items on top of the crates inherent encumbrance?

Are these ideas at all useful?

"What about the future…? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."

Some people are just wrong.

Jegergryte's Cubicle

My home brewed supplements

Reply #64 | Published on 01 November 2012 - 09:27:18
0
1

How would you guys handle small vehicle/beast mounted combat?  Firing a blaster from a speeder bike/landspeeder? Ramming another small vehicle or a walking target? Firing or making a melee attack from a beast?

From memory and a quick perusal at the Beta Softcover, I did not find specifics on these topics. Since all these seem like action-packed potential scenes, I would think having rules are guidelines on how to use the existing rules would be helpfull.

Anyone has suggestions?

Without Signature
Reply #65 | Published on 01 November 2012 - 09:28:07
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1

How would you guys handle small vehicle/beast mounted combat?  Firing a blaster from a speeder bike/landspeeder? Ramming another small vehicle or a walking target? Firing or making a melee attack from a beast?

From memory and a quick perusal at the Beta Softcover, I did not find specifics on these topics. Since all these seem like action-packed potential scenes, I would think having rules are guidelines on how to use the existing rules would be helpfull.

Anyone has suggestions?

Without Signature
Reply #66 | Published on 01 November 2012 - 10:21:07

I view this more as a circumstance that can modify the regular combat rules, than a unique situation that reuires rules of its own.

If a character is firing from a vehicle, then consider the difference in speed and direction between the firer and target. If you think it would be a tough shot to make because the PC is in a speeder that's going flat-out and trying to shoot at an enemy in another speeder that's going fast in the opposite direction, throw in a difficulty or setback die, whatever seems appropriate.

One of the nice things about this system is that it's really good at handling stuff like this on the fly by just changing the dice pool.
 

Reply #67 | Published on 01 November 2012 - 13:22:14
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1

I see what you mean.   I havent actually sat down and tried the system for real yet.  My gaming group and I are all in our mid-thirties and all have kids so we dont have much gaming time available…..

Ahhhh I miss my teen years for that [and only for that lol!]. Boy it was though by at least I had so much more free time lol!

Without Signature
Reply #68 | Published on 14 November 2012 - 02:32:59

 While doing my cheat sheets (my method of learning rules, so no snark about the duplication of effort)…

I realized that the damage colors have different meanings in terms of difficulty between People and Vehicles.

Green: Both ◊
Yellow: Both ◊◊
Orange: People ◊◊◊ Vehicle not used
Red: People ◊◊◊◊ Vehicle ◊◊◊

It would be really nice if the color code was consistent.

Aramis
-=-=-=-=-

Smith & Wesson: The original PointClick interface!

Reply #69 | Published on 20 December 2012 - 21:31:36
4
7

Question regarding Starships, vehicles, and minion. When combining multiple starships into a minion group, how do you figure out how much hull trauma each minion has ?

I've tried to reverse engineer a rule by looking at at the minions in the adversary sections, but wound thresholds appear totally random without any link to Brawn or Species.

Example: 

Spaceport Security Detail [minion] (i.e., combat trained adults); Brawn 2; Wound Threshold 4
Spaceport Urchin  [minion] (i.e., 10 year old kids); Brawn 1; Wound Threshold 5

Consider me confused

The best I can come up wth is: Minions have a litlle less than half the wound threshold of a full fledged character.

Should a minion version of Cloakshape starfighter have a hull trauma threshold of about 4? (10 hull trauma for a normal Cloakshape).

Reply #70 | Published on 20 December 2012 - 22:31:12
4
7

Question regarding the "Linked" weapon quality in combination with the "Limited ammo" weapon quality:

Let's say a gunner is firing his ship's Light Concussion Missile Launchers (Linked 1; Limited Ammo 6). Does the gunner have to expand 2 of his 6 concussion missiles payload before performing the combat check to see if the "linked" quality activates? I would assume that yes.

Reply #71 | Published on 22 December 2012 - 12:24:19
4
7

Questiron regarding the "Boost Shields" starship action.

How long does the defense rating upgrade last? Until the crewmember's next action or until the end of the encounter? (I'd go with next action.)

I also assume that the ship cannot benefit from more than one use of this action at any given time.

Reply #72 | Published on 22 December 2012 - 21:12:25

Aazlain said:

Question regarding the "Linked" weapon quality in combination with the "Limited ammo" weapon quality:

Let's say a gunner is firing his ship's Light Concussion Missile Launchers (Linked 1; Limited Ammo 6). Does the gunner have to expand 2 of his 6 concussion missiles payload before performing the combat check to see if the "linked" quality activates? I would assume that yes.

I'd say that the Linked quality operates separately from the Limited Ammo quality.

So for your example, the ship would have six "attacks" using its missiles, which are fired in pairs of two.

Contributing Author of the GSA at http://gsa.thegamernation.org/

"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard

Reply #73 | Published on 22 December 2012 - 21:19:53

Aazlain said:

Questiron regarding the "Boost Shields" starship action.

How long does the defense rating upgrade last? Until the crewmember's next action or until the end of the encounter? (I'd go with next action.)

I also assume that the ship cannot benefit from more than one use of this action at any given time.

Yeah, probably safe to say it only lasts until the crewmember's next action, as well it only being usable once at a time, otherwise it'd be far too open to abuse.

Contributing Author of the GSA at http://gsa.thegamernation.org/

"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard

Reply #74 | Published on 02 January 2013 - 13:12:08
0
0

How compatible is the X-Wing miniature game and the RPG?  Will I be able to transfer a pilot's skills and talents over to a miniature and go to town in a big epic fight?  If I can't do this, then I have to ask why this wasn't impemented.

Without Signature

Reply #75 | Published on 02 January 2013 - 20:50:33

Zar said:

How compatible is the X-Wing miniature game and the RPG?  Will I be able to transfer a pilot's skills and talents over to a miniature and go to town in a big epic fight?  If I can't do this, then I have to ask why this wasn't impemented.

they don't really compare… edge skills run 0-5, X-Wing pilot skills run 2-8, and don't appear to be stat plus skill….

And XWing gunnery is based upon the weapon. 

Aramis
-=-=-=-=-

Smith & Wesson: The original PointClick interface!

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