Spinward Flow
SOC-14 5K
Also, just as a side note, this particular ship to ship combat highlights the value of having a skilled pilot (in the LBB5.80 paradigm).
The terms of the Race to Profitability were that ship crew skills were set at the absolute bare minimum required by regulations, so Pilot-1 for the Pilot and Gunnery-1 for the Gunner.
However ... if the Spinward Flex Courier crew had higher skill level(s), and was therefore drawing a higher salary, here is how the odds involved in the battle with the (pirate) Patrol Cruiser could have been altered (Pilot skill adds to defense only, Ship Tactics skill adds to offense AND defense).
In this context, you want to think of the increased cost in crew salary as being akin to paying for ... insurance ... meaning that it's cheaper to pay more for a crew with better skills than it is to have to buy a whole new starship because pirates "got" the last one in an attack. :toast:
I mean, once the to hit roll needs to be 13+ on 2D ... that's pretty much all the "insurance" you need against taking damage, right?
Think about it.
Point being that from a campaign perspective, although you can "get away with" a pilot who only needs Pilot-1 skill to operate a Spinward Flex Courier as a matter of regulatory requirements ... there's definitely an incentive bias towards getting "hotshot" pilots with better skills who know how to get out of trouble just about as fast as they can get into it (because, you know, they might need to).
And I think the case has already been made that a Spinward Flex Courier is "profitable enough" as a ship design for the "inhuman resources" section of the Accounting Department to be willing to ... splurge ... on paying for a highly skilled crew in exchange for that "insurance policy" against loss, damages and/or pirate attacks on "their" starship.
Food for thought, right?
The terms of the Race to Profitability were that ship crew skills were set at the absolute bare minimum required by regulations, so Pilot-1 for the Pilot and Gunnery-1 for the Gunner.
However ... if the Spinward Flex Courier crew had higher skill level(s), and was therefore drawing a higher salary, here is how the odds involved in the battle with the (pirate) Patrol Cruiser could have been altered (Pilot skill adds to defense only, Ship Tactics skill adds to offense AND defense).
- Pilot-1, Ship Tactics-0: Patrol Cruiser attacks require 14+/11+ to hit, 4+ to penetrate sandcaster defense ... Spinward Flex Courier attack requires 10+ to hit, 7+ to penetrate laser defense.
- Pilot-3, Ship Tactics-0: Patrol Cruiser attacks require 15+/12+ to hit, 4+ to penetrate sandcaster defense ... Spinward Flex Courier attack requires 10+ to hit, 7+ to penetrate laser defense.
- Pilot-5, Ship Tactics-0: Patrol Cruiser attacks require 16+/13+ to hit (good luck!), 4+ to penetrate sandcaster defense ... Spinward Flex Courier attack requires 10+ to hit, 7+ to penetrate laser defense.
- Pilot-1, Ship Tactics-3: Patrol Cruiser attacks require 15+/12+ to hit, 5+ to penetrate sandcaster defense ... Spinward Flex Courier attack requires 9+ to hit, 6+ to penetrate laser defense.
- Pilot-3, Ship Tactics-3: Patrol Cruiser attacks require 16+/13+ to hit (good luck!), 5+ to penetrate sandcaster defense ... Spinward Flex Courier attack requires 9+ to hit, 6+ to penetrate laser defense.
- Pilot-1, Ship Tactics-5: Patrol Cruiser attacks require 16+/13+ to hit (good luck!), 6+ to penetrate sandcaster defense ... Spinward Flex Courier attack requires 8+ to hit, 5+ to penetrate laser defense.
In this context, you want to think of the increased cost in crew salary as being akin to paying for ... insurance ... meaning that it's cheaper to pay more for a crew with better skills than it is to have to buy a whole new starship because pirates "got" the last one in an attack. :toast:
I mean, once the to hit roll needs to be 13+ on 2D ... that's pretty much all the "insurance" you need against taking damage, right?
Think about it.
Point being that from a campaign perspective, although you can "get away with" a pilot who only needs Pilot-1 skill to operate a Spinward Flex Courier as a matter of regulatory requirements ... there's definitely an incentive bias towards getting "hotshot" pilots with better skills who know how to get out of trouble just about as fast as they can get into it (because, you know, they might need to).
And I think the case has already been made that a Spinward Flex Courier is "profitable enough" as a ship design for the "inhuman resources" section of the Accounting Department to be willing to ... splurge ... on paying for a highly skilled crew in exchange for that "insurance policy" against loss, damages and/or pirate attacks on "their" starship.
Food for thought, right?