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Starship encounter tables - got 'em? use 'em?

  • Thread starter Thread starter Black Globe Generator
  • Start date Start date
Originally posted by Black Globe Generator:
134 Distress call: (text here)
135 Bulk carrier: (text here)

...and so on.

Each number position corresponds to one of the axes. Pretty simple, really.
That's going to be one long list, BGG. :( That's why I was trying to think of an easier layout....
 
Originally posted by Black Globe Generator:
134 Distress call: (text here)
135 Bulk carrier: (text here)

...and so on.

Each number position corresponds to one of the axes. Pretty simple, really.
That's going to be one long list, BGG. :( That's why I was trying to think of an easier layout....
 
Originally posted by Fritz88:
That's going to be one long list, BGG. :(
Agreed, but I prefer one big encounter table to six or twelve or twenty shorter lists.
Originally posted by Fritz88:
That's why I was trying to think of an easier layout....
I'm open to suggestions!
 
Originally posted by Fritz88:
That's going to be one long list, BGG. :(
Agreed, but I prefer one big encounter table to six or twelve or twenty shorter lists.
Originally posted by Fritz88:
That's why I was trying to think of an easier layout....
I'm open to suggestions!
 
4 8x8 tables should work nicely... (0-7)

Keep in mind that mains will have LOADS of J1's, traces will have J1's and J2's, anything with no J2 will be VERY much not similar to more dense areas, even if major ports...
 
4 8x8 tables should work nicely... (0-7)

Keep in mind that mains will have LOADS of J1's, traces will have J1's and J2's, anything with no J2 will be VERY much not similar to more dense areas, even if major ports...
 
Are you talking 8x8x8, i.e., 0-7 on three axes?
A little long but how about 8 pages in two column format with 32 entries in each column? Hopefully what page you are on might be set by the location of the encounter, based on one axis, e.g., you are at an A Starport on a Starport A-C route so use page 3 for example. The columns could be used to subdivide the second axis as well, column 1 is for 0-3, colum 2 for 4-7.

I think this might make a graphically clean presentation. I wouldn't mind having 8 pages especially if I feel I have a complete and detailed set of encounter tables at hand, which is what this project seems to offer.
 
Are you talking 8x8x8, i.e., 0-7 on three axes?
A little long but how about 8 pages in two column format with 32 entries in each column? Hopefully what page you are on might be set by the location of the encounter, based on one axis, e.g., you are at an A Starport on a Starport A-C route so use page 3 for example. The columns could be used to subdivide the second axis as well, column 1 is for 0-3, colum 2 for 4-7.

I think this might make a graphically clean presentation. I wouldn't mind having 8 pages especially if I feel I have a complete and detailed set of encounter tables at hand, which is what this project seems to offer.
 
Actually, I'm suggesting that, becuase of his methodology, he'll wind up with improbably results, and would do better with some 8x8 tables with a key, since off mains, you can't get A1's, and when in scatters (no worlds in J2) you wind up with no A variants at all. It's better to build an 8x8 table for the various conditions
(core,main, trace, scattered)

Present the tables ala CT/MT word generation tables... one column of 3-6 8x8tables, and two collumns of key.
 
Actually, I'm suggesting that, becuase of his methodology, he'll wind up with improbably results, and would do better with some 8x8 tables with a key, since off mains, you can't get A1's, and when in scatters (no worlds in J2) you wind up with no A variants at all. It's better to build an 8x8 table for the various conditions
(core,main, trace, scattered)

Present the tables ala CT/MT word generation tables... one column of 3-6 8x8tables, and two collumns of key.
 
I see your point, Aramis. So as to not blindly generate things on the order of some of the "better" world generation goofiness.
 
I see your point, Aramis. So as to not blindly generate things on the order of some of the "better" world generation goofiness.
 
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