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Post by aramis on Aug 27, 2010 18:14:48 GMT -5
I'm realizing I'm not happy with the balance of the power system...
It needs some repairs, IMO.
Some of which are in the addenda from the magazine articles, BTW.
Changes: Teleporter goes down to 1 per person per energizing. Destroyer Warp Factors drop to 3 each. CS is 5 per WF BC is 10 per WF DN is 20 per WF FR is 5 per WF
Restoring overdrawn power cells: 5pu per +1 PU, requires a Tech Roll. Engineers may reduce cost to 4 per +1 PU.
Comments?
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Post by Drohem on Aug 29, 2010 13:00:03 GMT -5
Sure, sounds good to me.
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Post by aramis on Sept 18, 2010 6:37:28 GMT -5
making note of sensors and computer house rules: a success gets you 1d6 questions. See p.25. I'll allow science or med who make by 11-level to get +1 answer if it's in their field.
Sensor range for detection is 1LY.
Comms: Hailing range is 1 LY (1 hex); yes you can hail at warp, but it's not gonna be stable; DM - Σ(WFtx & WFrx), no video. Successful roll is minutes.
WFtx=Warp Factor Transmitter WFrx=Warp Factor Receiver
Longer range is text only live, or recoded messages, and requires you be stopped, DM-2 per hex. Powering a comm requires a Tech roll and 1 PU, and is good for +1, or +1/2 Level for comm specialists (but only if the comm spec makes the roll!)
Restoring overdrawn power cells: 5pu per +1 PU, requires a Tech Roll. Engineers may reduce cost to 4 per +1 PU who make by 11-level repair 2 instead of 1.
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