Re: Craft Design System?
In reply to #5491 Craft Design System? by Scott S. Kellogg
Replies:
- #5493 Re: Craft Design System? by Rob Dean
> 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- - -- "It can be shown that for any nutty theory, beyond-the-fringe political view or strange religion there exists a proponent on the Net. The proof is left as an exercise for your kill-file."