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Thread: How many stars in a 20^3 ly area?

  1. #16
    Join Date
    Aug 1999
    Location
    Ottawa, Ontario, Canada
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    3,490

    Post

    Um Sho-Sa, Sig?

    Do you guys really go into this sort of detail for a game? Seems a bit much to me, especially since Trek is science "lite" (sic) SF.

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  2. #17
    Join Date
    Aug 1999
    Location
    Ottawa, Ontario, Canada
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    3,490

    Post

    When I generate a sector, I start out with a 20x20 grid, a set of dice and a pencil.

    To determine the number of stars in a sector, I roll 2d6+24. Thus, I have 26-36 stars per sector, averaging 32.

    I then decide whether there are any stellar "anomalies" - singularities and the like. I figure a 1% chance is good, but this is purely arbitrary, and subject to both whim and campaign requirements.

    I roll 1d6+6 to see how many "important" systems there are. I decide what these are rather than using charts... Inside Federation space, one of these will always be a communications relay, as subspace communications require a booster roughly every 20 light years.

    For each star, I roll a d20-11 for each of the X,Y and Z coordinates (giving a +/- 1-10 range). Generally, I only roll the anomalies and important systems, but I keep a note of the total number of stars. I mark each star in the appropriate grid square with its name and the Z coordinate.

    I don't usually bother figuring out stellar types unless it becomes a story point.

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  3. #18
    Join Date
    Nov 1999
    Location
    Austin TX, USA
    Posts
    1,122

    Talking

    I'm thinking as far as level of detail goes, I don't think it's any worse than figuring out the number of star systems in a sector. It just happens to be a lot harder to figure out (having actual mathematics behind it.

    My group (including me) are all a bunch of honest-to-goodness engineers who like to geek out on this kind of thing, and I prefer space exploration type stuff.

    Come on Owen, detail is FUN!

    - DP

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    He whose generals are able and not interfered with by the sovereign shall be victorious.

  4. #19
    Join Date
    Nov 1999
    Location
    Austin TX, USA
    Posts
    1,122

    Cool

    Owen, I like that post on how you generate sectors. Nice and simple.

    - DP

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    He whose generals are able and not interfered with by the sovereign shall be victorious.

  5. #20
    Join Date
    Jun 2000
    Location
    Cartography Heaven, AussieLand
    Posts
    2,482

    Post

    He He, had them going then hey Sho-sa Kurita

    Still if you find some decent stuff on the net, let me know.

    Or just email me.

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    SIRSIG
    AKA: SirPostalot
    AKA: The MapMaker
    AKA: The Trek Cartographer
    AKA:...Well I could keep going forever

  6. #21

    Cool

    SIG, Sho...

    Do you guys even have lives, or is this extreme number crunching a profession of your?

    Sorry couldn't resist...

    But for every one here, Many Thanks, your input has been very helpful.

    Phoenix...

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    "Never interrupt your enemy when he is making a mistake."
    -Napoleon

  7. #22
    Join Date
    Nov 1999
    Location
    Austin TX, USA
    Posts
    1,122

    Post

    Crunchy numbers are best served with Romulan ale. Mmmmmm...

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    He whose generals are able and not interfered with by the sovereign shall be victorious.

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