Does anyone else find it odd you don't get escape pods as standard?


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Senko wrote:

Then we shouldn't have gotten the escape pod/lifeboat expansion bay issue to begin with. Instead we get 1 expansion slot =

1) A fully operation arcane laboratory.
2) A fully operational medbay.
3) 6 escape pods for 1 medium creature each.
4) 2 lifeboats for 1 large or 2 medium or less creatures (can't fit in 4 small).
5) In a huge or bigger ship 1/2 a fully operational smaller ship (so fighters are bigger than a lifeboat even though some of them are literally lie down in this coffin).
6) Enough food for 5 people (but you need to use a second bay to get the minimum of 10).
7) A powerplant.

Something is off here. This is without really delving into questions like why an explorer with 1 crew can't have a 1 slot hydroponics bay that feeds 5 people or even 1 person but instead must spend 2 slots for 10 times the food they'll use.

Its obvious that like so many things in Starfinder the expansion bays were designed only with typical adventuring parties in mind. 6 escape pods are enough to a typical adventuring party, so thats what you get for a slot. Same for the food. Only the lifeboats are stretching it a bit.

Still, I doubt Paizo spend any thought on worldbuilding when designing starship equipment.


Ixal wrote:
Naal wrote:

Escape pods would be an acceptable purchase if they were purchased without using an expansion bay (as Senko said above), and automatically had enough for the entire crew. Life boats should take no more than one expansion for the entire crew (or just cost more than escape pods).

There are problems with the ship construction system. But the expansion bay system just might be the worst logical offender. A carrier frame can have either capacity to carry fighters OR the capacity to evacuate some of its crew. Pact Worlds equivalents for maritime safety practices are apparently built on the assumption that each ship has no more than 4-6 persons who matter.

Putting a starship into another starship is very inefficient, no matter how you look at it.

If you look at the size of a carrier, escape pods are tiny by comparison. It hardly impacts the starship. Especially if you have the escape pods double as storage.


Ixal wrote:
Senko wrote:

Then we shouldn't have gotten the escape pod/lifeboat expansion bay issue to begin with. Instead we get 1 expansion slot =

1) A fully operation arcane laboratory.
2) A fully operational medbay.
3) 6 escape pods for 1 medium creature each.
4) 2 lifeboats for 1 large or 2 medium or less creatures (can't fit in 4 small).
5) In a huge or bigger ship 1/2 a fully operational smaller ship (so fighters are bigger than a lifeboat even though some of them are literally lie down in this coffin).
6) Enough food for 5 people (but you need to use a second bay to get the minimum of 10).
7) A powerplant.

Something is off here. This is without really delving into questions like why an explorer with 1 crew can't have a 1 slot hydroponics bay that feeds 5 people or even 1 person but instead must spend 2 slots for 10 times the food they'll use.

Its obvious that like so many things in Starfinder the expansion bays were designed only with typical adventuring parties in mind. 6 escape pods are enough to a typical adventuring party, so thats what you get for a slot. Same for the food. Only the lifeboats are stretching it a bit.

Still, I doubt Paizo spend any thought on worldbuilding when designing starship equipment.

Yeah, in terms of worldbuilding starships have a lot of issues. Like the assumption that nuclear weapons are something that normal ship captains can buy.

I don't think players are intended to fly big ships anyway. Things are much more designed around medium and small ships.


Senko wrote:
Something is off here.

I agree. The starship rules mostly work when simulating a typical PC ship. They work far less well when making larger ships.

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