Re: Alien Ship Design
In reply to #5329 Alien Ship Design by Scott S. Kellogg
Replies:
- #5341 Re: Alien Ship Design by Scott S. Kellogg
[email removed] (2G Scott S. Kellogg) writes:
> > Or better yet, having ships that are naturally modular in design
> > (intended to fragment due to battle damage to facilitate escape/combat).
>
> Which would require heavy redundancies, raising cost and reducing effieincy
> of systems. Each module would have to have it's own drives, computers, and
> controls. As a craft design it would be a real mess to handle. It *IS*
> covered by the MegaTrav design system, but I think between Rob Dean and me,
> we've only done about 3-4 such designs (Low tech staged rockets & spacecraft)
> The reason we've produced so few is that they are a royal pain.
Yes and no, Scott. Part of the reason is that they are annoying, and
another part is that there isn't much use for them in adventures, since
I'm nowhere near running a Hard Times campaign. Apart from a few designs
to try out a system, I like to design things that I expect that I might use
in an adventure. (-:
> One of these days, I'm gonna get my fiancee out to the Air Force Museum
> at Dayton where the B-70 is... Get the two sexiest women in the universe
> under one roof... and we're gonna... we're gonna.....
I think you were one of the people they were talking about when they mentioned
underwear being too tight. (-:
Rob Dean