Aside from Spacedock, are there hard fast rules for Icon ship building?
And if not, should we try and hammer some out?
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Aside from Spacedock, are there hard fast rules for Icon ship building?
And if not, should we try and hammer some out?
I don't think so. I assume that Steve's Spacedock would have been the de facto King of the Hill in that regard for LUG.
As for an ICON construction guide I suggest reading the conversion rules in SD and use them. You will just have to look up the compoments mentioned and ignore SIF, IDF etc.
But what if you don't like Spacedock or don't use it? I mean why build a ship in Spacedock to then return it to ICON...not trying to be mean or anything, but it seems like going 3 miles one way to go 1 the other. ;)
There must be some sort of guidlines out there for ICON ships?
A shame that there isn't. :(
There isn't.
Spacedock is an excellent resource. It is complex, but then so is ship design in general. Before Spacedock it was all guesswork, now there is a logical framework to use. Myself, I prefer to stay with Spacedock, I like the complexity and just retrofit it back when I need to.
Yeah the problem is that my players are not big fans of it and to be honest neither am I...too much detail overwhelms me.
I can see how many wouild liek ti though, I just have never bee a starship-ophile in that way. I prefer the way they look more so than their systems.
But seriously, how hard would it be to make guidelines for ICON?
Shjips of this size usually have X for power systems, etc...
Just guidlines, not a whole construction manual.
I think guidelines for Icon ship construction is a great idea.
Soooo, any idea where to start?
How about a breakdown or chart of some kind of all the ships available, and then do a comparison?
I think the best way to handle this would be a comparison for each class of ship, eg. cruiser, frigate, explorer, etc.Quote:
Originally posted by Asdeed
How about a breakdown or chart of some kind of all the ships available, and then do a comparison?
From that you could derive a range of stats for each type of ship, telling you something like:
"Science Ship, Weapons - Science ships usualy carry no more than one torpedo launcher (maximum spread=5) and have phasers ranging from Type IV to Type VII", or something along these lines.
That's the way I usualy start designing basic ICON ships, figuring out what kind of ship I want to build and then choosing systems accordingly.
Apart from that you should IMHO seriously think about including the following systems from Spacedock:
- Quarters: how many of what type
- Medical facilities: A rating from 1-10 and a bonus this gives for medical, first aid and life science checks
- Recreation facilities: A simple rating and maybe number of holodecks and lounges
- Autopilot: Flight Control skill and Coordination attribute
- Strength of Communications, Sensors and Transporters
- Rating for Security Systems
- Rating for Science Systems and number of Labs
- Number of Probes carried
- Captain's Yacht: Yes or No
All the above would IMO go a long way to make a difference in a game, without being too complicated to realy require Spacedock construction rules.
And under the basic rules ships built for very different purposes can still look very much the same stat-wise, something easily avoided with inclusion of some (or all) of the above mentioned stats.
Exactly, which is why I rewrote ten federation ships in a series of charts (different classes of the ships so I could do the comparison)Quote:
Originally posted by Lancer
I think the best way to handle this would be a comparison for each class of ship, eg. cruiser, frigate, explorer, etc.
Of course, I haven't done the comparing part yet, but once that's done i'd definitely like to add in those additional ship systems you were talking about.