Re: Craft Design System?

By Bertil Jonell ·

TML message #5492From bundle 460Read the whole thread (3 messages)All messages with this subject

In reply to #5491 Craft Design System? by Scott S. Kellogg Replies:
> In Bertil Jonnell's extensive listing of TNE's contents, I noticed the
> conspicuous absence of a craft design system.  Admittedly, I don't
> have TNE yet, but I feel sure that Bertil would have mentioned it if
> it were included.

  Correct, there isn't any.

  I'm trying to perform reverse engineering on the examples given but so far,
I haven't reached any conclusions yet (apart from the fact that the volume of
1 displacement ton has changed from 13.5m3 to 14m3, but this is stated
somewhere in the text too).

  Some comments on the vehicles that I missed in the review:

  The armour levels seems generally low, the highest armour level of the grav
tank is 60, and that is significantly lower than late generation contemporary
terran tanks. Also the penetration of some tac missiles is very low: The
TL13 130kg laser designated tac missile has a pen of 60C which is even lower
than the venerable TL7 Dragon.

  Space combat is entirely task driven: It is the characters skills that
determine the difficulties of various things (while ranges, penetrations etc
are still hardware determined). This is IMHO good for an RPG, and while I
don't think the system will work as well for ships over 10,000 or 20,000 tons,
I wouldn't cry if I never saw a ship other than big ugly cargo barges larger
than that.

> Scott 2G Kellogg

- -bertil-
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