Is anyone else finding the Hyperdive Generator makes hitting Class 0.5 too easy?

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

I'm all for PCs being cool and having their hot rod, but the Hyperdirve Generator attachment seems to make the 'awesome' Class 0,5 hyperdrive easily reachable with only a single Mod. I am considering changing this to only dropping it by 0.5 for the Attachment and again for each Mod (half the effect).

This would mean that a YT-1300 with a Class 2 hyperdrive would have a Class 1.5 hyperdrive with the Attachment. Each of the two Mods would lower it again, so a Class 0.5 hyperdrive is still possible with both Mods so long as the ship started with a Class 2 hyperdrive. By RAW, it's currently possible to do this with something as slow as a Class 3, and that seems a little too much of an improvement to me.

Optionally, I would consider still having the Attachment reduce by 1 Class, but each Mod would then improve by 0.5 or only 0.25 if currently Class 1 or better. This would mean Class 2 would become Class 1/0.75/0.5 with Attachment/1st Mod/2nd Mod. Class 3 would become Class 2/1.5/1 with Attachment/1st Mod/2nd Mod. I think I like this option better than the first.

Edited by HappyDaze

Yeah, modding the Millenium Falcon down to a .5 was supposed to have represented some serious modification. I would be favorable to what you're suggesting in your last paragraph. It's a bit complicated, but then it's not something that's being done every game session :)

Another KISS option is just to make a progression line;

4/3/2/1/0.75/0.5

Now the Attachment moves you one space to the right along the line but not past 1. Each Mod moves you a further space to the right.

Another thing that is likely needed is a cost multiplier based upon Silhouette. Adding something like Hyperdrive Generator or High-Output Ion Turbine to a capital ship (from a CR-90 to a SSD!) should cost more than adding them to a light freighter.

I always thought the Falcon has a complete different drive (class 1) and then modded to 0.5. So if my players want to get a class 0.5 drive they first have to find a 1.0 drive (restricted by the Empire, cause only military ships are allowed to have one) that fits and then to modify it. That won't be an easy task and is very expensive too.

Another KISS option is just to make a progression line;

4/3/2/1/0.75/0.5

Now the Attachment moves you one space to the right along the line but not past 1. Each Mod moves you a further space to the right.

I would do something like this, though to keep it a bit simpler I'd say that the attachment is a minimum class of 1, and it takes two mods to reduce the class to 0.5, to represent how much effort it takes.

Another KISS option is just to make a progression line;

4/3/2/1/0.75/0.5

Now the Attachment moves you one space to the right along the line but not past 1. Each Mod moves you a further space to the right.

I would do something like this, though to keep it a bit simpler I'd say that the attachment is a minimum class of 1, and it takes two mods to reduce the class to 0.5, to represent how much effort it takes.

Well, if it's going to take two Mods to go from 1 to 0.5, why not throw 0.75 in there for the first Mod? It worked for the Outrider.

when and how is stuff like this actually affecting your gameplay/storytelling?

when and how is stuff like this actually affecting your gameplay/storytelling?

When galactic travel influences so much, you have to wonder why everyone doesn't install a Hyperdrive Generator in every starship with a hyperdrive. It's risk free for the Attachment. As for the Mods (which add a minor risk of breaking the Attachment, but only on the second one), they are so cheap that it would be foolish not to add them (at least the first one). Now you have every ship traveling at speeds much higher than the canon supports, and something like a Class 0.5 hyperdrive is no longer special, it's just slightly above the norm.

I always thought the Falcon has a complete different drive (class 1) and then modded to 0.5. So if my players want to get a class 0.5 drive they first have to find a 1.0 drive (restricted by the Empire, cause only military ships are allowed to have one) that fits and then to modify it. That won't be an easy task and is very expensive too.

Well, the Hyperdrive Generator would produce a Class 1 in a YT-1300. It would be further modified down to Class 0.5, so it all fits what you are saying. I'm just trying to slow down the progress to Class 0.5 because it's the in-universe 'best possible' speed, so it shouldn't be easy to get.

when and how is stuff like this actually affecting your gameplay/storytelling?

When galactic travel influences so much, you have to wonder why everyone doesn't install a Hyperdrive Generator in every starship with a hyperdrive. It's risk free for the Attachment. As for the Mods (which add a minor risk of breaking the Attachment, but only on the second one), they are so cheap that it would be foolish not to add them (at least the first one). Now you have every ship traveling at speeds much higher than the canon supports, and something like a Class 0.5 hyperdrive is no longer special, it's just slightly above the norm.

You didnt really answer the question at all, just rattling off mumbojumbo. Do you actually measure the map and calculate travel time in your game? How is this actually affecting the storytelling?

Yeah, modding the Millenium Falcon down to a .5 was supposed to have represented some serious modification. I would be favorable to what you're suggesting in your last paragraph. It's a bit complicated, but then it's not something that's being done every game session :)

As far as I'm aware from the EU, the Falcon was modified by completely replacing the hyperdrive with a military grade drive which was then modded further bringing it to the fastest possible (.5 seems to be the "max" in the EU).

Yeah, I would say that it is hardly game breaking to have 0.5, however if it makes that much difference to you, go ahead and house rule it. It's using up a hard point on the ship.

when and how is stuff like this actually affecting your gameplay/storytelling?

When galactic travel influences so much, you have to wonder why everyone doesn't install a Hyperdrive Generator in every starship with a hyperdrive. It's risk free for the Attachment. As for the Mods (which add a minor risk of breaking the Attachment, but only on the second one), they are so cheap that it would be foolish not to add them (at least the first one). Now you have every ship traveling at speeds much higher than the canon supports, and something like a Class 0.5 hyperdrive is no longer special, it's just slightly above the norm.

You didnt really answer the question at all, just rattling off mumbojumbo. Do you actually measure the map and calculate travel time in your game? How is this actually affecting the storytelling?

I did answer your question. It affects our sotrytelling/gameplay by creating a situation (easy availabilty of high speed hyperdrives) that breaks with the canon and harms our immersion in the setting.

We don't 'measure the map', but we do use the travel time suggestions given. We then have to adjust for the Class of the hyperdrive. When we get to that step we realize that the world supported by the mechanics doesn't jive with what we know of Star Wars.

Yeah, I would say that it is hardly game breaking to have 0.5, however if it makes that much difference to you, go ahead and house rule it. It's using up a hard point on the ship.

It may not be mechanically damaging, but it is setting breaking when it's available for such a small cost that you have to ask why every ship doesn't include this option as standard.

Well, if it's going to take two Mods to go from 1 to 0.5, why not throw 0.75 in there for the first Mod? It worked for the Outrider.

Because I'd want to represent the "extra effort" of tweaking the hyperdrive to 0.5. With 0.75 I'm just adding an additional speedbump on the way to 0.5, and that wasn't the feel I wanted to go for.

Well, if it's going to take two Mods to go from 1 to 0.5, why not throw 0.75 in there for the first Mod? It worked for the Outrider.

Because I'd want to represent the "extra effort" of tweaking the hyperdrive to 0.5. With 0.75 I'm just adding an additional speedbump on the way to 0.5, and that wasn't the feel I wanted to go for.

If the first Mod does nothing and the second Mod drops to 0.5, how is the first Mod not a speedbump? If the first Mod actually does something (like dropping the hyperdrive to 0.75) then it's less of a speedbump than if it does nothing.

If the first Mod does nothing and the second Mod drops to 0.5, how is the first Mod not a speedbump? If the first Mod actually does something (like dropping the hyperdrive to 0.75) then it's less of a speedbump than if it does nothing.

But that's the point. There would be no "first" mod. You would need to spend both to put in the time, work and money to drop it from x1 to x0.5.

Look, you asked why I'd do it this way, and I explained that. I'm not trying to convince you to do it my way, or saying doing it differently is wrong. The feel I was going for is that it takes a lot of work and effort to improve the hyperdrive from x1 to x0.5, and this approach models that best, for me. Adding additional hyperdrive classifications doesn't convey the same feel for me.

Edited by Slaunyeh

Just because something is achievable for the players, doesn't mean that it is achievable in the setting. The mechanics are there for the players to upgrade their ship and have their "Millennium Falcon". But they are just game mechanics. The rest of the setting doesn't necessarily have access to the same options. A good GM could work up a good story on how the characters get such an upgrade. It doesn't have to be as simple as "I bought it, I have it."

Edited by mouthymerc

Just because something is achievable for the players, doesn't mean that it is achievable in the setting. The mechanics are there for the players to upgrade their ship and have their "Millennium Falcon". But they are just game mechanics. The rest of the setting doesn't necessarily have access to the same options. A good GM could work up a good story on how the characters get such an upgrade. It doesn't have to be as simple as "I bought it, I have it."

My players and I reject this premise. We don't accept 'only the PCs can do that' as being acceptable. There is no reason for us to believe that if a commonly available piece of tech would halve the travel times of an ISD for less than the price of a cup of coffee (when collected from each crewman...) wouldn't quickly become standard on every ship.

I wouldn't say that's the premiss mouthy bases it on. It's more about suspension of disbelief - the way I see it - than some game theorist rational choice malarkey. Just because something has been given a price in the book doesn't mean its readily available for everyone, everywhere, nor that its desirable to upgrade it all the way. I can't remember the rarity of the hyperdrive generator attachment, but that should have a say in it too. Either way, the book is but a guideline, follow at literally as you want, and tweak that which doesn't fit.

The Hyperdrive Generator is Rarity 4. That's the same as a Blaster Pistol. For the cost of 16 Blaster Pistols, an ISD cuts all hyperspace travel times by 50%. Wheee!

:rolleyes:

Right, that is silly common. Slap on a Rarity of like 7 or 8 and we might be talking. Still, the upgrades aren't cheap, 1000 credits mod's option, plus hard+ mechanics check, slap on some upgrades from destiny points and setback dice from odd tools and weird attachment (either old, alien or whatnot)...

Part of the issue is that it's silly that the costs of these Attachments and Mods don't change based upon the Silhouette of the starship that's being customized (increased armor being the exception). Taking a YT-1300 to Class 1 costs the same as taking an ISD to Class 1. It's also the same cost to Mod them even though the Hyperdrive Generator on an ISD is likely the size of the entire YT-1300 so more parts and labor are to be expected. On a more PC-likely scale, the Wayfarer seems as though it should still require more expensive parts than a YT-1300.

I'm not sure I agree. Some attachments should vary by silhouette for sure, and I guess most do, but not all will be significantly more or less expensive between silhouette 3-5. Talking about ISDs in this context, well, to me its not the same, because my players won't ever get one, they might get onto one, but its too big for a group of players to run, modify and keep. Simple as that.

As for the size of the hyperdrive, I didn't know, nor think, that the size of the hyperdrive mattered when it came the size of the ship. I guess it could be a reasonable assumption.

Of the attachment I've home-brewed myself, some of them do vary in price by size, like manoeuvring thrusters and one or two others. The hyperdrive, I don't know.

If you're correct though (about the size of the hyperdrive), then one could argue that the base price of the hyperdrive in the corebook could be considered the base price for a Silhouette 4 ship (so divide the price by 4, and then multiply this by whatever silhouette your ship has).

Also, for modification options for silhouette 6+ starships, you could up the price by another factor of ten, so its 10,000 per modification option instead of 1,000.