Quick Question

By Peroxis, in Star Wars: Edge of the Empire RPG

I know theres fly casual and stay on target threads but they are quite long.
I just want to know does Stay on Target or Fly Casual actually have some updated ideas for Astrogation?
I have to wait till book depository has both of these in stock before i can buy them

Fly Casual does, yes. I cannot speak for Stay on Target.

I don't believe Stay On Target does, no. They do have great Advantage/Threat tables for Piloting checks, but Astrogation just isn't much of a concern in there.

Yep, one of the selling points of Casual was an astrogation chart.

Stay on Target has some stuff, but it's almost entirely in relation to astromechs.

Fly Casual has charts on times it takes on lesser and greater smuggling routes, automatic modifiers to astrogation checks based on certain things, and ways to spend Advantage, Threat, Despair, and Triumph on Astrogation checks.

Fly Casual has a two-and-a-half page section on Astrogation, although I don’t understand the whacked-out table at the end of that section.

Fly Casual has a two-and-a-half page section on Astrogation, although I don’t understand the whacked-out table at the end of that section.

It basically shows the length in days and the specific major trade routes you're taking. So if you're going from Coruscant to Tatooine, you pick Coruscant from the top (Departure Planets) and move down to where it crosses with Tatooine (Destination Planets). Both are under the Corellian Run, so unless it matters to the story (maybe Imperials are setting up blockades on a specific route for some reason) you can ignore this, but basically it means that the players took the Corellian Run the entire route. The cross-number between Coruscant and Tatooine is 5, which means that with a class 1 hyperdrive, it takes 5 days to get there. Class .5 hyperdrive means 2.5 days, class 2 hyperdrive means 10 days; and then you can use Triumphs or Despair or whatever other modifiers to adjust the time from there.

Just as another quick example, Sullust to Bespin means you start in the Rimma Route and move through the Corellian Trade Spine and take 3.5 days with a class 1 hyperdrive.

Right, but check the starting point versus ending points. Take the same two points and swap which one is the starting point versus which one is the ending point. In a lot of cases, it takes different amounts of time to travel between those planets, like 5 days to go one way, but 4.5 days to go the other.

IMO, unless there is a really good reason, it should take the same time to travel between any two points, regardless of which is the starting point and which is the ending point.

Right, but check the starting point versus ending points. Take the same two points and swap which one is the starting point versus which one is the ending point. In a lot of cases, it takes different amounts of time to travel between those planets, like 5 days to go one way, but 4.5 days to go the other.

IMO, unless there is a really good reason, it should take the same time to travel between any two points, regardless of which is the starting point and which is the ending point.

You mean like hyper currents? Same reason it takes less time to go from New York to London vs London to New York.

Right, but check the starting point versus ending points. Take the same two points and swap which one is the starting point versus which one is the ending point. In a lot of cases, it takes different amounts of time to travel between those planets, like 5 days to go one way, but 4.5 days to go the other.

IMO, unless there is a really good reason, it should take the same time to travel between any two points, regardless of which is the starting point and which is the ending point.

Books reason is that because less people take a route one way than the other, it means there's less information that can go towards astrogation chart updates, which is why one can be shorter or longer (last half of the 2nd paragraph on pg. 77). So for example, there's enough people going between Coruscant and Corellia that enough information is collected that navigation is efficient enough to be even both ways. But because there's less people going from Sullust to Corellia, it takes longer than coming from Corellia to Sullust.

Books reason is that because less people take a route one way than the other, it means there's less information that can go towards astrogation chart updates, which is why one can be shorter or longer (last half of the 2nd paragraph on pg. 77). So for example, there's enough people going between Coruscant and Corellia that enough information is collected that navigation is efficient enough to be even both ways. But because there's less people going from Sullust to Corellia, it takes longer than coming from Corellia to Sullust.

:unsure: :wacko: :blink:

Right, but check the starting point versus ending points. Take the same two points and swap which one is the starting point versus which one is the ending point. In a lot of cases, it takes different amounts of time to travel between those planets, like 5 days to go one way, but 4.5 days to go the other.

IMO, unless there is a really good reason, it should take the same time to travel between any two points, regardless of which is the starting point and which is the ending point.

Books reason is that because less people take a route one way than the other, it means there's less information that can go towards astrogation chart updates, which is why one can be shorter or longer (last half of the 2nd paragraph on pg. 77). So for example, there's enough people going between Coruscant and Corellia that enough information is collected that navigation is efficient enough to be even both ways. But because there's less people going from Sullust to Corellia, it takes longer than coming from Corellia to Sullust.

Makes sense. If more people go from A -> B than from B -> A, then data about the route (where all the matter is and its effect on hyperspace) gets updated more often in the A -> B direction than in the B -> A direction. This is assuming that the point of things like Nav buoys along the route send and receive data each time a ship comes out of hyperspace near a given buoy.