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Hello all, So the Hive Bay imposes penalties to the source ship when it launches the tiny racer that is a pod ship, and they go away when the pod ship is reabsorbed. If all pod ship is lost, is the capital ship stuck soaking the penalties until such time as it gets a new podship, or is there something other way to fix it? ![]()
I'm confused, and figured I'm missing something, so I figured I'd ask.... I was looking through the mech rules, and saw something that seems weird: the scaling in mech points seems off. The formulas are simple enough: 15*level points per character, a given mech needs 15*(tier + 1) mech points, which is also the limit of what it can spend on main systems (non-upgrades). However, everything costs (some number)*(the mech's tier). So at tier 1, you have 30 mech points, Great, no problem, you add frames, Limbs, power, weapons, and other main systems together so that you have 30 points spent, which basically just means adding the multipliers together until you have 30*tier, and spend any excess on upgrades. No problem here. When you level up to tier 2, however, it's 45 points. You upgrade all your systems to tier two... and problem: To upgrade everything, you need to have a 60 point mech,but at tier 2, you're limited to 45. You have to drop some systems, because your spend limit is 45. You need to dump some systems to keep everything up-to-date, because you can only spend 22.5*tier on main systems. This happens again literally every tier: at tier 3, you can spend 60 points on main systems, which is 20*tier.At tier 4, 75 is 18.75*tier. At 5th, 90 is 18*tier. And so on. Are you just... not supposed to upgrade some systems? Have 15*tier in scaling items and skip upgrading on the extra 15 points (there's some text in the Thundergauntlet that would support this, but I'm not finding any main rules text to support it on the website). This seems like a poor setup, though, as certain systems scale very little or even not at all (the power core costs more at higher tiers, butt has exactly zero scaling, same as the special materials for the hull; most limbs barely scale at all, so it's really just the weapons one would focus on). Is this the intent? It seems odd that there aren't any flat price items if it is. Is dropping a system every tier or so intended behavior? I'm confused. Help? ![]()
The Create Ammunition spell can create a fully-charged 20-charge battery temporarily. The Charge Palm can transfer charges between batteries with no clauses about needing the batteries to be identical (nor any issues with overcharging) unlike the Transfer Charge spell. Does this mean we can replace the 2nd level Recharge spell with a first level spell and a relatively cheap item, and do a better job of it to boot, or are the charges supposed to vanish when the summoned battery does? ![]()
So for the Swarm Battery: It functions "as a high-capacity battery with 40 charges" but "adapts to power any item" - does this include items with a lower maximum capacity (e.g., a Rocket Hero Suit, that has a max capacity of 20)? It's a Hybrid item, but it’s not worn. Does it use up one of my magic item slots? If I attach it to something that uses charges at a rate of 1/hour or less (such as the Rocket Hero suit from earlier), does it continue to recharge itself while working, such that the device it's attached to effectively has unlimited charges? ![]()
At what tier does a given ship size stop making sense? Like... a Tiny base frame can only take a Tiny power core, and only has one or two seats, so after a point you start having to pay through the nose for things larger frames get cheaply (e.g., to deal with fewer seats, you have to purchase a high end VI, a consciousness uplink drive, linked weapons, et cetera), and that premium means that a larger ship of the same tier (if well-designed) is a much worse threat... so while you can certainly spend enough BP to make a tier-20 fighter... it's not going to match up well against, say, a tier-20 Destoryer. At what point does that happen for each ship size? ![]()
Assuming the armor upgrade in question isn't numeric (I'm not worried about radiation buffer upgrades or the like at the moment), can I have multiples? E.g., if I have two backup generators, can I charge two batteries at once? Can I install two Lightwarp Inlays to get two minutes of invisibility (there's no ten charge battery...)? Etcetera. ![]()
Okay,so... a Virtual Intelligence, if told to do so, can act as a pilot, gunner, or science officer in combat. Does it use up a ship's officer slot while it does so? E.g., I have a fighter with a pilot and a gunner. I install a VI. Can the VI use the sensors to scan enemy ships as a science officer while the two actual crew members are flying and shooting, or does the VI turn off a console while working? ![]()
Okay, so the Dreamer Mystic Connection: Sixth level ability:
Quote:
Is that as good as it sounds, or am I missing something? It's Su, so the DC is higher than for spells.
Is it just me, or is this ridiculously good? ![]()
Check my RAW, please. Okay, so: In the computer upgrades, there's an option for remote controlling a device; it costs 10% of the controlled device. It also has Range Upgrades. Powered Armor is equipment. So for 150 credits, plus 110% of the cost of the selected powered armor (the cheapest of which is the Salvage Chasis at 850 credits, meaning the lowest cost for this is 1085 credits), you get a compter module to plug into the ship’s VI/AI, which they can then control anywhere within one mile of the ship, or anywhere on a world with a good infosphere, for as long as you can keep it charged up. Thoughts? Edit: Oh yes, and use an Infiltration Skin to make the VI/AI seem humanoid if you want. |