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Leon Aquilla wrote:
Quote:

With this, my tier 12 heavy freighter lists for around 300k.

Way too low considering the price you get charged for a medium freighter in Devastation Ark.

A BP is at least 2 million credits.

That makes zero sense. Then again, the prices for things in this game are ludicrous IMHO. No one should have to plan a 6-figure score to buy a gun.

Even if you think of the value of a credit like a woolong, at a rate of 1 BP in the millions, then owning a ship would not simply be difficult for an individual or small group, it would be impossible. It would not be cost effective to ship ANYTHING. There would be no such thing as tiny or small ships because they'd be too cost prohibitive to even make.

In the 21st Century, space ships cost millions. Sure. But in a sci-fi setting they would not.


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Kelvorn wrote:
I didn't see how much 1 BP for Starships are worth Credit wise. Is it 4k like in Kingmaker? Also how much is a standard StarShip? I haven't had the time to "build one" and add up all the BP so if someone has I would love to see that Number.

Thinking of a setting where owning a Starship is akin to owning a house, I came up with a conversion table. It's not a straight 1 BP=xCR, though because different systems on a ship would be more valuable and harder to get hold of than others.

Here's what we go by...

Base ship starting cost (any frame) = 30,000 cr
Base Frame = 3,000/BP
Drift Engine, Expansion Bays = 2500/BP
Power Core, Thrusters = (1000xsize)/BP
Weapons, Shields = 1000/BP
Other Systems = 500/BP

With this, my tier 12 heavy freighter lists for around 300k.


Nefreet wrote:


Personal answer: Since Computer Tiers max out at 10, and PCs max out at 20, basing a DC on Half Mechanic Level (rounded down) would probably work just fine. On top of that, if I were your GM, I would probably still limit the ability to hack your drone to named NPCs, and for storyline purposes.

That makes sense, since your personal rig is considered CL/2. And yeah, not just anybody should even be able to do it. Only other Mechanics or Hacker/Operatives in theory. Though they must have envisioned someone doing it given the Hardened AI mod.


Per the Computers skill... The base DC for many of the tasks of the Computers skill
is equal to 13 + (4 × the computer's tier).

And in Drone Mods, the Hardened AI adds +4 to the Hack DC.

But what is the Tier of a drone? Do Mechanic Levels come into play? I can't find this stated in the class chapter.


Under normal circumstances without Feats, you can make a Full Attack with a single gun in one hand at a -4/-4

What about if you are firing TWO pistols? I would think there would have to be an additional penalty. In Pathfinder I know it's a -6/-10, which gets reduced to a -4/-4 with the two-weapon fighting feat.

Looking at the Multi-Weapon Fighting feat in SF, all it says is that when wielding 2 weapons, you knock 1 off the Full Attack Penalty.

So can you fire two pistols at full attack, so you get 4 total at -3/-3/-3/-3? Or two shots with the main hand, 1 shot with your off, still at only a -3? This would make dual wielding better than long arms with minimal penalty.


Senko wrote:

... they already outshine the mechanic in their own field.

I've noticed this, too, not just with Mechanics. A friend of mine wanted to be an Ace Pilot soldier, but the Operative always had a higher piloting skill. It's like you have to buff other classes with regard to their specialty skills so they just don't all make Operatives.


So, simply as a matter of logic, I don't understand why being able to hack something wirelessly is a major power that you have to wait till 5th level to get. It's a sci-fi world.

From a rules perspective... the Operative with Hacker Specialty gets a bonus when using their Computers skill to cause a distraction on a Trick Attack. This in itself implies that they can hack something remotely.

So I play with the following minor progression adjustment...

Mechanic:
1st Level: Your custom rig can hack remotely
-- starting at 20' (range increases at 5th, etc)
5th Level: Control Hack - same as the Operative/Hacker 11th level ability

An Operative/Hacker would have to purchase a signal booster for their range to increase. And they cannot hack AIs like a Mechanic can.

Curious if anyone has thoughts on this.


I am trying to understand the benefit of Quick Trick.

"You can make a trick attack as a standard action" .... Ok cool.

"IF you do not move as part of that ability.. You cannot make any other attack during a round when you do this, and cannot take any action that affects or modifies your attack or the weapon you are attacking with."

IOW... it's still a full action anyway for all intents and purposes. Right?

Help me understand this. What situations is this alternate class feature useful if you can't move when you use it?