1 hour ago, ArchAngel3535 said:Why does it have to be a specific type of hull? What if we picked out hull characteristics/features instead?
Think about it, the LHD is the size of a frigate, but it incorporates features of a carrier, transport, and frieghter.
So what if we used silhouettes as the the basis for frames and give them base stats like in the book (but boost them a little) and say that each frame's hull is capable of having x number of characteristic/designs in it.
So the LHD would have its base 5? Frigate silhouette stats granting 5 hull characteristics.
- carrier: able to carry and deploy vehicles equal to x sil.
- freighter: increased encumbrance by x sil.
- transport: increased passenger encumbrance by x sil.
- support/command: cheaper/enhanced sensors and com's
- gunship: increased ht (for more/bigger guns and armor) and hull points by x sil.
The designed could be encorporated twice to double the impact, like having multiple hanger bays or cargo holds. The same could be done with other ships.
A U-wing or LA-AT's hull design would be a combination of 2 gunship and 2 transport designs (4 total), while the LA-AT/c's hull design would be a combination of 1 gunship and 3 carrier designs. There could also be other design types like universal (not everything has to be special), eligent/sleek (faster/racing), super-laser (wait what!?), etc...
This would offer a lot more flexibility in designing a unique ship without having to create a multitude of hull types. It would also save precious ht for stuff like weapons, engines, shields, etc... (although we probably could include mods on the hull designs)
The only problem I see with this is balancing stuff out. Boosts from a hull design can't be to great or it breaks the game, and we can only penalize speed and handling so much. The builders should still require attachments and mods to make up the most of the ships abilities. We could use this to force builders to spend more ht on engine, shield, and armor to make up for the negatives.
What do you guys think? Is this too far out there?
I like this idea. It seems rather simple and yet it presents a great deal of flexability
1 hour ago, Richardbuxton said:I haven’t read the whole thread so I’ll just ask, has anyone suggested Step 1 should be a design step, using Knowledge Education (or Warfare), that impacts things like Hard Points and ease of repairs.
A simple design for example could be limited to Silhouette 3 or less, take a small amount of time, but set really low limit on Hard points, armour, etc and also make repairs more difficult.
A highly advanced design could be Silhouette 6 or less, with a much harder check, much longer time required, much larger staff, but dramatically increase Hard Points, maximum speed, Armour, HT, SST, etc.
With a series of more and more complex designs the same basic Silhouette Hull can range from a cobbled together junk air speeder to an A-Wing, and it’s not about the parts you use or a final check to join them together, your efforts to plan are important. It adds a more realistic element of design time, and makes a big differentiation between a backyard workshop and an industrial design facility. It also makes Researcher and Knowledge Specialisation actually relevant to crafting, which it should be.
No one has suggested this. This is what I thought we were GOING to get in FO. Man was I wrong. I do think it could be great to add to the rule set we are creating here... perhaps as the way to acquire the template... as in make your own.
Both of those are an interesting take. I think they are great suggestions. One thing to keep in mind is we are trying to... 'finish and fix' the rules we got not necessarily rewrite them entirely.