Just bouncing around a few ideas in my head. I'm working with this cozy little small-ship, Book 2 Proto TU, and thinking in terms of a) PC goodies and b) extra chrome for various ships and their drives.
It occurs to me that different worlds might more routinely produce one sort of drive than another; not just with regard to tech but also with habit and custom; also, that within the general umbrella of the various drive letters there might be some variation in performance, tonnage, cost, efficiency and so on.
Such variations would be minor - else the drive would fall in another class - and I think that for most sorts of adventures those variations would be largely irrelevant. One wouldn't want to change the numbers too broadly for fear of breaking the game... But it's tempting to offer up the possibility that a ship's crew with a high level of engineering skill might be able to create notable improvements in their craft's performance (<i>I've made a few modifications myself...</i>)
What have you lot done along these lines, if anything?
It goes both directions. For example: On worlds IMTU where the tech isn't (technically) able to support Jump Drives, but there's an A-Port, I might judge that, yes, they do produce jump capable ships there, and what they do is classified variously under drives A-D, but they're more expensive than they would be on a tech 9 world and they tend to mass a bit more. One world might have a specialty of a particular drive: "Wirbauen Engineering of Marden" might produce a superior maneuver drive that specs out as D-class in tonnage but performs as a class E engine and costs as much as an F... Perhaps a high performance drive like that might be finicky, though, requiring more attention from the engineer to keep it running. Too extreme?
One would want to avoid too much in the way of innovation. I think tweaking an A-jump drive to operate like a B-jump drive alters the structure of the game a bit much...
I'd not want to get so variable that we throw up our hands and say "O just use high guard!"
It occurs to me that different worlds might more routinely produce one sort of drive than another; not just with regard to tech but also with habit and custom; also, that within the general umbrella of the various drive letters there might be some variation in performance, tonnage, cost, efficiency and so on.
Such variations would be minor - else the drive would fall in another class - and I think that for most sorts of adventures those variations would be largely irrelevant. One wouldn't want to change the numbers too broadly for fear of breaking the game... But it's tempting to offer up the possibility that a ship's crew with a high level of engineering skill might be able to create notable improvements in their craft's performance (<i>I've made a few modifications myself...</i>)
What have you lot done along these lines, if anything?
It goes both directions. For example: On worlds IMTU where the tech isn't (technically) able to support Jump Drives, but there's an A-Port, I might judge that, yes, they do produce jump capable ships there, and what they do is classified variously under drives A-D, but they're more expensive than they would be on a tech 9 world and they tend to mass a bit more. One world might have a specialty of a particular drive: "Wirbauen Engineering of Marden" might produce a superior maneuver drive that specs out as D-class in tonnage but performs as a class E engine and costs as much as an F... Perhaps a high performance drive like that might be finicky, though, requiring more attention from the engineer to keep it running. Too extreme?
One would want to avoid too much in the way of innovation. I think tweaking an A-jump drive to operate like a B-jump drive alters the structure of the game a bit much...
I'd not want to get so variable that we throw up our hands and say "O just use high guard!"
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