Panzermane

Spaceframe Re-work Rules

Jun 12th, 2018
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  1. Ground rules for my attempt at re-working spaceframes:
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  3. 1: The Constitution, Excelsior, and Galaxy are quite clearly the ships that Modi put the largest amount of thought and careful consideration into. These ships will thus undergo no changes and will form the "perfect baseline" against which all other ships from their respective eras are measured. As each of these ships is the principle capital ship of the day, other ships of the same era should not exceed these ships in Systems without a compelling reason. The most common compelling reasons are if a ship carries more advanced technology in one or more areas, or if it has a specific purpose such as being a science ship or a warship (as compared to the capital ships, which are invariably generalists).
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  5. 2: Most of the other spaceframes will therefore have their System numbers altered in order to fit into better line with both the capital ships and each other, with some even seeing a change to their total Systems. As much as possible, these adjustments are also intended to ensure each ship has a unique flavor, but see point 7.
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  7. 3: In the TNG era, ships with Engines 10 have your standard warp 9.X warp drive, while slower ships such as the Nova class have Engines 9. Ships with engines 11 have warp 9.9XX drive as seen on the Intrepid and Sovereign classes.
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  9. 4: Computers 11 represents the point at which isolinear computing technology is swapped out for bio-neural gel packs.
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  11. 5: No ship should possess more than Scale-minus-2 Talents by default. This is to ensure that all ships have at least one fully customizable Talent, as there appears to have been no particular rationale behind certain ships possessing too many default Talents to facilitate this beyond Modi simply not thinking things through.
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  13. 6: Related to point 4, EMHs and quantum torpedoes became standard equipment on an increasingly large number of Starfleet ships heading into the post-TNG and STO eras. This is quite different from each spaceframe having its own particular unique "quirks", and thus is little more than an obnoxious feat tax on the ships that do carry these things as standard (particularly as the EMH is honestly pretty crap). As such, any ship with either of these features as standard will get them as Traits instead of Talents, freeing up those Talent slots for other purposes. Naturally, any ship that does NOT possess these things as standard equipment can still acquire either or both of them as Talents as the players and GM see fit.
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  15. 7: As alluded in point 2, because each ship's System numbers are limited in their range of possible values by the System values of the capital ship of the day, I will be making heavy use of Departments and default Talents in order to "uniqueify" certain spaceframes. Naturally, however, having these values make sense within the bounds of the other spaceframes and the wider lore still takes priority. Also, having a +1 Command department is generally going to be something that is restricted only to the capital ships of the day, with just a couple of exceptions.
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