Willie Dewitt
SOC-11
In looking at the jump tape thread, I'm realizing there is more to computers and programs In basic ship operations than I thought.
In my current campaign, using basic books for CT, I've been going a bit rules light. One Merch mustered out with a Free Trader, and I made it a used model that came with basic stuff already active. Besides some basics such as an air raft, a vac suit, couple of hard points with one installed with missile launcher, etc. as existing ship equipment (albeit often 20 years old and well used), I assumed basic computer programs (jump, launch, generate, etc and anything that was required by previous owner) into the mix.
Anything that was too overboard, basically things they should expect to have to buy separate, is no big deal. Things are old and could break down. I already had them need to spend a chunk of dough upgrading the launcher to full capacity. I could have any program degrade, such as generate so jump tapes need to be bought. I do love making them spend money :smirk:
OK, any advice there is appreciated. But I think what I need real coaching on is computer use. When the time comes for true shipboard crisis, I want to get it right.
It seems that a Free Trader can only handle a couple programs at a time. But more than a couple could be needed at once. I want to get a handle on it so I can get it right for players and task resolution.
So how do you handle that during an encounter? I imagine the pilot could hit a button and the programs switch out automatically. But in keeping with my description to the players of much tech being almost 70's or 80's in tech level, I could picture a computer operator slapping cartridges in and out of the computer deck like a 1978 8-track DJ, as the ship is piloted, evades, fires rockets, and prepares for jump.
Could I get advice/pointers/clarifications on these (and other points) to help me out on my flavor and task res?
In my current campaign, using basic books for CT, I've been going a bit rules light. One Merch mustered out with a Free Trader, and I made it a used model that came with basic stuff already active. Besides some basics such as an air raft, a vac suit, couple of hard points with one installed with missile launcher, etc. as existing ship equipment (albeit often 20 years old and well used), I assumed basic computer programs (jump, launch, generate, etc and anything that was required by previous owner) into the mix.
Anything that was too overboard, basically things they should expect to have to buy separate, is no big deal. Things are old and could break down. I already had them need to spend a chunk of dough upgrading the launcher to full capacity. I could have any program degrade, such as generate so jump tapes need to be bought. I do love making them spend money :smirk:
OK, any advice there is appreciated. But I think what I need real coaching on is computer use. When the time comes for true shipboard crisis, I want to get it right.
It seems that a Free Trader can only handle a couple programs at a time. But more than a couple could be needed at once. I want to get a handle on it so I can get it right for players and task resolution.
So how do you handle that during an encounter? I imagine the pilot could hit a button and the programs switch out automatically. But in keeping with my description to the players of much tech being almost 70's or 80's in tech level, I could picture a computer operator slapping cartridges in and out of the computer deck like a 1978 8-track DJ, as the ship is piloted, evades, fires rockets, and prepares for jump.
Could I get advice/pointers/clarifications on these (and other points) to help me out on my flavor and task res?