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Eclipse Phase!= space ship combat game...

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Graf Graf's picture
Eclipse Phase!= space ship combat game...
The [url=http://www.eclipsephase.com/what-would-you-see-hotfix#new]hotfix thread[/url] has a lot of people asking for spaceship combat. Which makes me wonder if we're reading the same book. The book that I'm looking at basically says In this is a near future, hard-scifi setting. We haven't made any improbable-assumptions about development of physical space travel. (i.e. there aren't advances in the area of spacecraft tech like there have been for Gates, replications of minds, nanotech). To move around the system physically you basically blow up/shoot stuff off one end of your ship and careen in the other direction. Ergo, space travel sucks. It's slow, and inefficient. You may hop on a shuttle to travel around your near-habitat (i.e. Progress to Mars), but with the persistence of the mesh and simulspace most people don't bother. And traveling beyond that is even rarer, you just ego cast. Scum float around on barges which are technically spaceships, but they're really like miniature floating gypsy camps. (They're called barges for a reason, not Warp-drive-frigates). The book (wisely) says 1) we have no system for space fights 2) if one happens treat it as a dramatic occurrence and gives a pretty good outline what skills could be useful (like any other dramatic occurrence focus on the stuff the PCs could do) Now... I grew up watching the Next Generation. I loved 75% of Farscape. I love Serenity. I think there could be an awesome space travel game which could (potentially) be built with the core of the system and (a lot of) system rewriting. But the book called Eclipse Phase that I've read isn't a space ship game combat game. I am amazed that everyone seems to think that what the game/setting really needs is "starship combat rules". I realize that there are no adventures or content beyond a very meaty 400 page book to help people figure out what EP is about but I'm amazed/confused/baffled that people (or what seems to be 80% of the population of the boards anyway) thinks that that's a "natural fit" for EP....
Tearlach Tearlach's picture
Re: Eclipse Phase!= space ship combat game...
I'm more confused over the fact that people seems to want to kill off their characters in such a expensive way. There seems to be no "shields" or "deflectors" or what have you in this setting, the only thing separating you from cold unmerciful space is a not so very thick layer of metals and when people starts to punch holes through this layer nasty things starts happening.
pablofiasco pablofiasco's picture
Re: Eclipse Phase!= space ship combat game...
I personally dont really care as much about "hard" rules for larger spaceships, but would like more info/pictures/etc of the ships in use, if only to get a better picture about the setting (does that make sense?) i dont think "long-term-travel" rules are needed, However close in rules and/or combat rules would be nice (think: pc's have to upload to drone-fighter-type ships to engage a larger ship thats become "compromised" and is headed to a populated area, sure rules are neccasarily "needed" in that case, but having a basic guideline to pointat would be helpful i belive) heh, hope that made sense, its kinda early where i am still, and my muse was late in waking me up today X_X

"the hunt is not complete until the targets heart is pulled from its chest and eaten" -hunter

puke puke's picture
Re: Eclipse Phase!= space ship combat game...
cut the starship sections out of Traveller and glue them in. Or base your starship rules on one of the GURPS Space books, D20 Future, Mekton Zeta, Lightning Strike (Jovian Chronicles world from Dream Pod 9), or take pages from a wargame like SFB or Full Thrust or Silent Death. Remove any rules for FTL travel, shields, and whatever bits of ultratech dont fit in the setting. replace with nanotech weapons, AI smart munitions, and cournocopia machines. the game can be anything you want it to be. its CC licensed, and the publishers are encouraging people to write their own stuff. If they dont want to focus on space combat and you do, there is a WEALTH of material already available to use in any way you see fit. I'd rather run space combat in a RPG as a narative event, probalby without any die rolls at all. but if I did want to stat it out, theres probably half a dozen games on my shelves with serviceable rules for it. probably on your bookshelf too. Hell, if I was really in a pinch, i could just scale up "Car Wars" by multiples of a thousand. Turning templates for spaceships would be awesome. I can see it now: "I do a bootlegger reverse but maintain my present vector!" shoot, carwars is probably better adaptable to space combat than most space games are.
pablofiasco pablofiasco's picture
Re: Eclipse Phase!= space ship combat game...
puke wrote:
Hell, if I was really in a pinch, i could just scale up "Car Wars" by multiples of a thousand. Turning templates for spaceships would be awesome. I can see it now: "I do a bootlegger reverse but maintain my present vector!" shoot, carwars is probably better adaptable to space combat than most space games are.
i just got this mental picture, of a heavily armed pinto stationwagon doing crazy thrust vectoring threw space, congrats, my mind just blew

"the hunt is not complete until the targets heart is pulled from its chest and eaten" -hunter

Sunfall Sunfall's picture
Re: Eclipse Phase!= space ship combat game...
I just wanted to say that I kept wondering the same thing when I read through other people's entries in that thread. Space combat? In my Eclipse Phase? Hopefully it's less likely than I think.
Graf Graf's picture
Re: Eclipse Phase!= space ship combat game...
OK. At least I wasn't crazy. Few games have "large vehicle systems" integrated into a game that includes "human-sized" combat. And very very few games have large vehicle systems that integrate well into a coherent system. It's a huge amount of design work. And the payoff is...? (I really don't see what the payoff would be.... you could do Firefly/Serenity with the system in the book.) --------------------- I would -love- to see maps of spaceships/habitats etc. Especially 3D (or pseudo-3D ones). I have difficulty visualizing the habitat types on the outside, let alone inside. But that's not a combat system... it's a location you adventure in.
HappyDaze HappyDaze's picture
Re: Eclipse Phase!= space ship combat game...
Considering that much of the EP rules seem (to me) to be conversions of the SR4 rules - particularly in actions and many of the modifiers - I'm really thankful that SR4's terrible vehicle combat and chase combat rules have not been converted over.
Beech Beech's picture
Re: Eclipse Phase!= space ship combat game...
From the hotfix thread:
Graf wrote:
It seems like 80% (I haven't counted but...) of the posters think that what EP most needs is spaceship combat rules.
To clarify my post, I wasn't after combat rules at all just spacecraft as a location and some idea of their style, tech and travel times etc., so I went back & counted - lots of people mentioned spacecraft but only three out of thirty posts actually mentioned wanting space combat rules. I don't think the need is that great and someone will do some of their own ruleset soon anyway.
HappyDaze HappyDaze's picture
Re: Eclipse Phase!= space ship combat game...
Remember too that 'personal scale' isn't a fixed measurement when you can have some really outlandish morphs. It's possible that some corp has a King Kong morph for their uplifted apes to use when gatecrashing, and soon we'll have transforming spacecraft-mecha as morphs (starting at about 150CP no doubt) to zoom in alongside the space whales! Then we'll need vehicle (spaceship) combat rules.
Rasumichin Rasumichin's picture
Re: Eclipse Phase!= space ship combat game...
Doesn't Catalyst already -own- a working combat system for large SF vehicles? What about integrating Battletech/Astrotech into EP?
Sunfall Sunfall's picture
Re: Eclipse Phase!= space ship combat game...
Rasumichin wrote:
Doesn't Catalyst already -own- a working combat system for large SF vehicles? What about integrating Battletech/Astrotech into EP?
First, don't forget that CGL is just the publisher of EP, not its owner. Second, I seriously doubt that CGL would be willing to release BT/AT under a CC license...so I'd prefer that those rules stay as far away as possible from EP as possible.
Matrix Matrix's picture
Re: Eclipse Phase!= space ship combat game...
HappyDaze wrote:
transforming spacecraft-mecha
Imagine a player controlling Arc-Gurren (or, to be more excessive, Super Galaxy Dai-Gurren). I'm not sure whether that'd be ridiculously awesome or just plain ridiculous. [url]http://en.wikipedia.org/wiki/List_of_Gurren_Lagann_mecha[/url]
standard_gravity standard_gravity's picture
Re: Eclipse Phase!= space ship combat game...
Totally agree that it would be a waste of developers' time to make space combat rules for EP, given that EP is not a space opera setting. If it doesn't fit into the game's universe, why bother? (If gamers develop their own rules under the CC license, that's a different story, of course.) I should perhaps disclose (and move slightly off topic) that I rarely roll dice or make use of game mechanics in my stories, and when I do, I keep it fast and simple. For me, rules and rolls constitute rare elements of (fun) randomness and excitement, rather than the core of RPGs. You guessed it - I will use my scissors and scalpels on most parts of the EP mechanics, which is fine as I love the setting and that's whats important to me.
[img]http://boxall.no-ip.org/img/ext_userbar.jpg[/img] "People think dreams aren't real just because they aren't made of matter, of particles. Dreams are real. But they are made of viewpoints, of images, of memories and puns and lost hopes." - John Dee
Colin Chapman Colin Chapman's picture
Re: Eclipse Phase!= space ship combat game...
Add me to the chorus of folks who think spacecraft (especially space vessel combat) rules in EP would be a waste of space, and that such rules would utterly miss the point of what EP focuses on.

Radioactive Ape Designs: ENnie and Indie Award nominated publisher of Atomic Highway!
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Asimovian Asimovian's picture
Re: Eclipse Phase!= space ship combat game...
Hi all. First post here. Fascinating looking game! Haven't bought it yet, but the addition of space travel rules would seal the deal for me. The thread in question demonstrated that a potentially significant portion of EP owners and prospective owners are interested in having spacecraft and space travel rules in the game. This doesn't have to go as far as an in depth space combat game, but it wouldn't [i]hurt[/i] the game if it included at least a chapter on the subject, and some spacecraft construction rules. GURPS Transhuman Space did this nicely, in its core book, without detracting from the rest. I for one would like it included; like many SFRPG fans, I feel that interplanetary settings are incomplete if they don't include rules for interplanetary travel and combat. Better to include it. If you don't want to use it, you don't have to, but those of us who do would be most grateful. Without it, the game will feel incomplete for many of us.
Sunfall Sunfall's picture
Re: Eclipse Phase!= space ship combat game...
Asimovian wrote:
Better to include it. If you don't want to use it, you don't have to, but those of us who do would be most grateful. Without it, the game will feel incomplete for many of us.
The problem is that this fundamentally changes the tenor of (part of) the game and the expectations of the players. It'd be like giving the Lady of Pain stats in Planescape; sure, you're not [i]supposed[/i] to fight her, but suddenly it becomes an option in the rules as written and changes the way the players look at other things.
Asimovian Asimovian's picture
Re: Eclipse Phase!= space ship combat game...
But aren't we, as players and GMs, free to include or exclude parts of the rules and/or setting material as we see fit? If the answer is no because EP's rules are "too integrated" with its setting, that's a point against it, IMHO. And if a player group likes EP and [i]wants[/i] space travel and combat, isn't it better for them (and therefore more enjoyable) to have a choice provided by the publisher, rather than fudging or homebrewing them? I don't see how including spacecraft rules can change the game significantly for people who aren't interested in spacecraft. Just means that there's a chapter or supplement you don't buy or read. Lots of RPGs have those. In fact, as a hard sf fan, I'd most likely ignore EP's sections on psionics and FTL travel. Finally, what exactly do you think will happen to your campaigns if a spacecraft supplement arrives on the bookshelves? My campaigns aren't affected by what RPG companies sell, unless my players and I choose to allow it. Oh, and space travel and combat are just COOL.
Sunfall Sunfall's picture
Re: Eclipse Phase!= space ship combat game...
Asimovian wrote:
But aren't we, as players and GMs, free to include or exclude parts of the rules and/or setting material as we see fit?
Of course.
Quote:
I don't see how including spacecraft rules can change the game significantly for people who aren't interested in spacecraft. Just means that there's a chapter or supplement you don't buy or read. Lots of RPGs have those. In fact, as a hard sf fan, I'd most likely ignore EP's sections on psionics and FTL travel.
The problem is that plausible space combat is nothing like it's shown on TV or in movies. It'd never get that close; it's all about long-range weaponry, killsats and taking advantage of travelling at fractions of [i]c[/i] to pepper the other person with rocks. Nasty, brutish, short, and decidedly uncinematic. Fighters swooping around each other looks cool, but it's not hard sf. So, if done right, I feel that a space combat chapter [i]still[/i] wouldn't meet what people really want, which is 'let me do [i]Battlestar Galactica[/i]/[i]Star Wars[/i] in EP!'...which goes back to the tonal issues discussed above. Let me show what I mean with an absurd: if the next EP supplement had a chapter on, say, dropping your players on a planet that follows the rules of [i]Dungeons & Dragons[/i]--not a sim or anything, just some world where gods walk the earth, magic works, et cetera--don't you feel that the [i]tone[/i] that that chapter represents, whether or not you, yourself, use it in the game, affects the setting? All of that said, I honestly don't care [i]that[/i] much if Posthuman writes up space combat. I'd feel it's a waste of a chunk of book, and quite far from the tone of the game as presented so far. But it's all words, and ignorable. I just think that it's missing the point. (As, I fear I feel the need to point out, do the developers themselves, as represented in the text.)
OneTrikPony OneTrikPony's picture
Re: Eclipse Phase!= space ship combat game...
Personaly I think that EP was doomed to space opera as soon as someone wrote the words 'fighter' and 'destroyer' next to descriptions of spaceships. I am not good at math and I hate having to relearn it every time I get the itch to figgure something out, but I've been working on figgureing the travel time from earth to neptune for 3 damn nights now. All because someone wrote the word 'destroyer' next to the description of a spaceship that carries 20 fighters. Rob and co. wrote BsG into the setting with that single paragraph. It's gonna happen. All we can hope for is that it's grounded in Reality.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Octomorph Octomorph's picture
Re: Eclipse Phase!= space ship combat game...
At the end of the day, much of the EP setting is in space, so to virtually ignore space travel seems a bit limiting (3.5 pages out of 400). Farcasting works only if there is something at the other end to receive the 'cast and an infrastructure in place with morphs to sleeve into. The game is geared towards hard sci-fi fans who want details. Sure, you can adapt from other games (e.g. Traveller Cyberpunk Deep Space and Near Orbit supplements, Gurps, etc), but fans/customers want systems that are internally consistent. I agree that space combat doesn't make a lot of sense (at this stage of the game's development), but basics of space travel do. How far are the Martian L4 and L5 points from Mars? Sure, I can look that up elsewhere (approx 228 million km according to Google), but it would be useful to have the relevant data abstracted into a separate section, along with travel times based on the different technologies. I'm hopeful that one of the upcoming books will treat the subject well. Following on with space combat, there are plenty of references in the text to battles that have happened, so again, players are going to want to know about it. You may not need to go as detailed as a Full Thrust, Silent Death, Brilliant Lances style separate game product, but if it's a part of the setting, people expect it to be treated in the rules.
Cardul Cardul's picture
Re: Eclipse Phase!= space ship combat game...
Imagine that, for a Firewall mission, you are having to go from a habitat in Mars Orbit to the Martian surface. The mission is requiring you to either bring something down, or pick something up(or both). This object has to be carried in your shuttle. The "Bad Guys" do not want you to make the delivery, and so, when you are enroute with the McGuffin, but before you hit the atmosphere, have you intercepted by armed mining craft. In the rules as they are, it is "This is a plot device, and the characters are not to have any control over the actual outcome." If space/vehicle combat rules were added, it would change that dynamic. The change is it moves from "Rail-roading is the rule!" to "Power to the Players!"
pablofiasco pablofiasco's picture
Re: Eclipse Phase!= space ship combat game...
hmmmm although i am in favor of "space" rules, in the above scenario (being intercepted by baddies while in shuttle) an easy way to rule it would be, ok whoever pilots, opposed skillcheck vrs whoevers attacking (maybe modify it based on other played "yelling what they see out teh window,monitering rader screens etc") depening on how they succeded or fail, got from there (just barely passes? well your ship is torn up, leaking air like no tommorow, but you might just make it, etc etc) kind of a happy medium between railroading and player-choice, just gotta be prepared in advance for either success or failure

"the hunt is not complete until the targets heart is pulled from its chest and eaten" -hunter

Asimovian Asimovian's picture
Re: Eclipse Phase!= space ship combat game...
Sunfall wrote:
The problem is that plausible space combat is nothing like it's shown on TV or in movies. It'd never get that close; it's all about long-range weaponry, killsats and taking advantage of travelling at fractions of [i]c[/i] to pepper the other person with rocks. Nasty, brutish, short, and decidedly uncinematic. Fighters swooping around each other looks cool, but it's not hard sf. So, if done right, I feel that a space combat chapter [i]still[/i] wouldn't meet what people really want, which is 'let me do [i]Battlestar Galactica[/i]/[i]Star Wars[/i] in EP!'...which goes back to the tonal issues discussed above.
I suspect that most gamers interested in space combat in a hard-SF RPG are going to want their space combat to be hard-SF as well, so there's no need to assume that we're asking for BSG or Star Wars-style rules. And a good GM can make realistic space combat as cinematic as he wants, without sacrificing realism. (I believe that authenticity and cinematic excitement are not mutually exclusive, unless you're dealing with an unimaginative or unengaged gaming group.) The eponymous first novel in the [i]Cold As Ice[/i] trilogy by Charles Sheffield, opens with a very dramatic portrayal of an interplanetary ship's encounter with an Autonomous Kill Vehicle left over from the last war. It's a plausible, authentic illustration of of space combat such as we might expect in a hard-SF RPG like EP, and it's very cinematic.
Sunfall wrote:
Let me show what I mean with an absurd: if the next EP supplement had a chapter on, say, dropping your players on a planet that follows the rules of [i]Dungeons & Dragons[/i]--not a sim or anything, just some world where gods walk the earth, magic works, et cetera--don't you feel that the [i]tone[/i] that that chapter represents, whether or not you, yourself, use it in the game, affects the setting?
No, because...
Sunfall wrote:
I'd feel it's a waste of a chunk of book, and quite far from the tone of the game as presented so far. But it's all words, and ignorable.
I happen to be more of a stickler for SF hardness than most, so I appreciate your desire to avoid anything which cheapens, trivializes or otherwises derails EP from its established setting. However, I don't think any of us is asking for spacecraft rules that violate any generally accepted hard-SF tropes. On the other hand, if they're published and you don't like them for your game, ignore them. I've done the same thing with psionics in some Traveller campaigns. If EP's space combat rules soften the science by including provisions for "stealth in space" or any significant detection roll difficulties for spacecraft encounters, I won't be using that part of the rules. Traveller, 2300AD and even GURPS THS, each a hard-SF RPG to some extent, have included this in various degrees, to appeal, I think, to our reliance on Earth-bound naval and aeronautical analogies for how we imagine space combat, and to keep space combat as much a skill-based, "roll-playable" activity as possible. This has been debated ad nauseum on message boards for these games and others, but the actual science underlying the discussion always points to the same conclusion - that you can't hide a spaceship in space. Winchell Chung's great website, [url=http://www.projectrho.com/rocket/]Atomic Rockets[/url], has a whole section devoted to this, and his sources are credible.
Sunfall wrote:
I just think that it's missing the point. (As, I fear I feel the need to point out, do the developers themselves, as represented in the text.)
I've seen this part of the text as well, and I wonder if the developers have reserved the option to add (and charge for) a separate supplement on spacecraft, with the first line of text reading, "Due to overwhelming demand...".
Asimovian Asimovian's picture
Re: Eclipse Phase!= space ship combat game...
Octomorph wrote:
At the end of the day, much of the EP setting is in space, so to virtually ignore space travel seems a bit limiting (3.5 pages out of 400). Farcasting works only if there is something at the other end to receive the 'cast and an infrastructure in place with morphs to sleeve into. The game is geared towards hard sci-fi fans who want details. Sure, you can adapt from other games (e.g. Traveller Cyberpunk Deep Space and Near Orbit supplements, Gurps, etc), but fans/customers want systems that are internally consistent. I agree that space combat doesn't make a lot of sense (at this stage of the game's development), but basics of space travel do. How far are the Martian L4 and L5 points from Mars? Sure, I can look that up elsewhere (approx 228 million km according to Google), but it would be useful to have the relevant data abstracted into a separate section, along with travel times based on the different technologies. I'm hopeful that one of the upcoming books will treat the subject well. Following on with space combat, there are plenty of references in the text to battles that have happened, so again, players are going to want to know about it. You may not need to go as detailed as a Full Thrust, Silent Death, Brilliant Lances style separate game product, but if it's a part of the setting, people expect it to be treated in the rules.
What he said!
OneTrikPony OneTrikPony's picture
Re: Eclipse Phase!= space ship combat game...
Wow! the last several posts have been excellent. I've yet to master spelling let alone the language. I appreciate hanging with people who can concisely express a point of view and support it with an intelligent argument. Or to put it the short way; I think you're all correct. It's a good point that rules are necessary for orbital range vehicle encounters. I think those rules are provided on pp. 195-197. (these are basically a stripped down version of the Shadowrun4 vehicle rules which actually work with some adjudication and book keeping by a sensible GM. I fully agree with the points made by Asimovian and Octomorph. We need some rules that allow us to understand Space [i]Travel[/i] (and I'm specifically not talking about interplanetary space combat.) Like I said before I've been trying to wrap my head around the subject for a week now. To help you understand what a monumental task this is for me I'll just say I had to use google to remember how to use scientific notation. LOL So far I've learned that it's all incredibly complex and probably not something fun to tackle in a RPG unless players like calculus. Also I'm about half way finished making a solar system map that better represents the scale of things and were things are at in relation to each other. (I plan to use it as a desktop background I'm happy to share if you like.) Simplifying to the point that they don't kill the game but still somehow represent reality is a Herculean task. I'm left with questions like: Do ships with Anti-Matter rockets still have to use Hohmann transfer orbits? Does the planetary consortium use the Interplanetary transfer network for military supply and logistics? if there was ever a reason for Seed AI that would be the first on the list. Is it really feasible to spin a 150m wide habitat up to 3.5rpm to get 1G? What is the ratio of anti-matter to hydrogen used in an anti-matter rocket, and how often would you have to refuel? What is the ratio of surface area:mass to make a Solar Sail produce a given acceleration. Why the Hell is NASA's MESSENGER mission to Venus starting it's 11th! orbit of the sun? These questions are depriving me of sleep. I wish that I could just accept ego casting and realize that space ships don't really mater but I can't and I suspect that there are allot of others who feel the same way. I would be extremely happy if the next published supplement was just a simple framework for arbitrating space travel that would save me from all this work. [edit]Oh and if you don't know allready, you should check out the Interplanetary Transfer Network. It's Frikken Cool! http://en.wikipedia.org/wiki/Interplanetary_Transport_Network

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Asimovian Asimovian's picture
Re: Eclipse Phase!= space ship combat game...
OneTrikPony wrote:
...It's all incredibly complex and probably not something fun to tackle in a RPG unless players like calculus.
For an RPG, it needn't be terribly complex at all. (Why play it if it isn't fun? In my day, we played RPGs to get [i]away[/i] from school!) GURPS THS has some good space travel and combat rules which are simple enough for an RPG, but simulate enough of the real thing to please anal space geeks like me. Traveller, in some of its variations, includes vector movement for combat and realistic sublight travel (nevermind the reactionless thrusters for now) without bogging down.
OneTrikPony wrote:
I wish that I could just accept ego casting and realize that space ships don't really mater but I can't and I suspect that there are allot of others who feel the same way. I would be extremely happy if the next published supplement was just a simple framework for arbitrating space travel that would save me from all this work.
I agree wholeheartedly. Your questions about the interplanetary transport network, antimatter's effect on Hohmann transfer orbits, etc. are too much for me at the moment; it's way past my bedtime now. There are several credible websites on these subjects, but for now I'll reiterate my previous referral to Winchell Chung's site, [url=http://www.projectrho.com/rocket/]Atomic Rockets[/url] and I'll add the forum for [url=http://orbiter-forum.com/]Orbiter[/url], a rigourously authentic freeware space simulation created by a genius named Dr. Martin Schweiger.
standard_gravity standard_gravity's picture
Re: Eclipse Phase!= space ship combat game...
I have read many a good point above, and will therefore revise my blunt opinion above. Partly. I do agree that rules or guidelines for space travel would be awesome. If the GM follows the EP setting as it is set out in the book, these rules will be rarely used. But as the PCs are more likely than other people in the solar system to find themselves drifting in a partly destroyed habitat or to sneak up on a secret Jovian research station, so what the hell. (Note, not "sneak up" as in using cloaking device which is out of the question, but as opposed to calling up ahead and asking nicely if they can egocast into the station.) Turning to space combat. First of all, the argument that there are references to space battles in the book is not very relevant - to my memory these references are to large scale battles where the PCs would have very little influence on the outcome in any case! Even if you argue that EP should have space combat rules, surely we agree that it is not a tactical or strategic space war simulator? However, as in my Jovian research base example above, there will most likely be sensors, a couple of killsats and/or cannon greeting the PCs. Fine, give us some more details on how defense systems work, how you avoid them (apart from hacking), disable them, fight them, destroy them. In a different scenario the PCs may be pursuing a shuttle or spaceship leaving orbit and trying to disable or destroy it. So I concede. However, I maintain that if the GM sticks to the EP universe, these situations will happen quite rarely even for our action seeking PCs. And if they do happen, the PCs run a very high risk of getting killed rather quickly. That's their problem, though ;) (Personally, I will not use any complicated rules put to me, but would look to them for guidance in the event my players are reckless enough to engage in some sort of space battle. I would be more interested in more fluff on space combat, e.g. pics of space ships, descriptions of weapons systems etc.)
[img]http://boxall.no-ip.org/img/ext_userbar.jpg[/img] "People think dreams aren't real just because they aren't made of matter, of particles. Dreams are real. But they are made of viewpoints, of images, of memories and puns and lost hopes." - John Dee
standard_gravity standard_gravity's picture
Re: Eclipse Phase!= space ship combat game...
OneTrikPony wrote:
Does the planetary consortium use the Interplanetary transfer network for military supply and logistics? if there was ever a reason for Seed AI that would be the first on the list.
Sorry for the off-topic response, but yes, I believe they would for non-urgent and run-of-the-mill logistics. The problem - of course - with ITN is that it is awfully slow, so as soon as something needs to get from A to B with any urgency (no matter what level or urgency) ITN would be out of the question. I suppose.
[img]http://boxall.no-ip.org/img/ext_userbar.jpg[/img] "People think dreams aren't real just because they aren't made of matter, of particles. Dreams are real. But they are made of viewpoints, of images, of memories and puns and lost hopes." - John Dee
Asimovian Asimovian's picture
Re: Eclipse Phase!= space ship combat game...
standard_gravity wrote:
The problem - of course - with ITN is that it is awfully slow, so as soon as something needs to get from A to B with any urgency (no matter what level or urgency) ITN would be out of the question. I suppose.
As in YEARS just to get from Earth to the Moon, rather than days for a Hohmann transfer. With a Hohmann you can get from Earth to Mars in 8 months, and to Jupiter in 2 years plus. For a hard-SF solar system RPG, I can see this method used by small, independent spacecraft operating on the cheap, or unmanned freighters on a regular shipping run, but any military or otherwise urgent trip would opt for a more direct, higher-consumption orbit. The rules for all this don't have to be complicated. There are synodic tables and delta-V requirements all over the internet, including the references I've mentioned, and with half-decent construction rules you could easily work this information backwards to determine engine and fuel requirements for a PC-owned or operated ship, if that's what they're up to.
Colin Chapman Colin Chapman's picture
Re: Eclipse Phase!= space ship combat game...
Hmm, I've been partially won over by the arguments used as well though I think they'd need very careful management by someone who actually has a solid grasp of the realities involved. Actually, thinking about it, Asimovian, you're possibly (even probably) more well-read on the subject than any one at CGL or Posthuman Studios. That makes you the ideal candidate to write such rules. You're a self-admitted space geek, you want to avoid the space opera tropes that tend to creep in, you're familiar with EP, you seem to know your stuff when it comes to space travel, you clearly have familiarity with the kinds of resources likely to be useful, *and* you've noted exposure to the sorts of existing rpg rules you feel would suit complexity-wise. In short, no one is likely to write such rules as well as you. This isn't a challenge or anything, but seriously, I think you should go for it. Make use of the Creative Commons and produce the very rules you (and others) would like to see instead of waiting for something official that may or may not materialize, may or may not provide what you'd want any way, and probably wouldn't appear for a while even if they were created. cheers! Colin

Radioactive Ape Designs: ENnie and Indie Award nominated publisher of Atomic Highway!
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Asimovian Asimovian's picture
Re: Eclipse Phase!= space ship combat game...
Thanks, Colin! I appreciate the encouragement, especially coming from someone "in the biz". I'm pretty busy these days with coursework and volunteer stuff on top of my regular job and family, so I'm not sure that I'd be able to give it the time it deserves. I know I said the rules could be relatively simple, but they should also be GOOD.
OneTrikPony OneTrikPony's picture
Re: Eclipse Phase!= space ship combat game...
standard_gravity wrote:
OneTrikPony wrote:
Does the planetary consortium use the Interplanetary transfer network for military supply and logistics? (snip)
Sorry for the off-topic response, but yes, I believe they would for non-urgent and run-of-the-mill logistics. The problem - of course - with ITN is that it is awfully slow, so as soon as something needs to get from A to B with any urgency (no matter what level or urgency) ITN would be out of the question. I suppose.
I get that. But my point is ITN is almost free. So they must use it for some things. As soon as "Destroyer spaceships" and ITN occupied the same conciousness space in my head I was thinking about pirateing millitary cargos! The distances are sooooo vast that any millitary ship probably has to refule at the end or even the middle of every trip. This means that the PC is predicting trouble spots decades in advance and sending Materiel (probably sometimes consisting of Anti-mater rockets or even a whole ship) way in advance. A good nav computer could estimate the were and when and a good team could intercept at some point. I'm allready writeing the adventures. If the Anarchist Alliance steps too far out of line the PC has had a dead ship on the way for years all they have to do is ego cast the crew onto the ship (which happens to include a platoon of Fury Marine morphs). Firewall want's that ship so the players have to either steal the codes from that station around Mars or they have to physicaly intercept it, bla,bla,bla all hell breaks loose fun ensues. Now if I could just figure out how all that would work. Also it would help if I could find some players ;) @ Asomovian: If you were to put any effort into this I offer to help in any way posible. Like I said I've allready started makeing scale maps. I could help with Illustration, layout, even some of the writing--although I'm sure my lack of skill in that area is fully evident by now. And thanks for the links I'm starting to dig into them but for me it's like 'trying to eat an elephant.' I'd like to talk to anyone about illustrations for spaceships based entirely on efficient design as opposed to coolness factor.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Asimovian Asimovian's picture
Re: Eclipse Phase!= space ship combat game...
I'm just here to lobby for spacecraft rules and let someone else do the work. Seriously, I couldn't devote the time to such an effort to do it justice, but I laud your enthusiasm to do so. This thread and the "Hotfix" thread are the result of the developers asking what we want added to the game, and space-stuff seems to be the most common request, notwithstanding our little debate here. Maybe the developers could chime in and let us know if they're considering tackling it.
7thSeaLord 7thSeaLord's picture
Re: Eclipse Phase!= space ship combat game...
Speaking for myself, some VERY BASIC rules for spacecraft and space travel are definitely in order, to cover things like travel times and, very simply, just what PCs can actually expect when travelling this way. That is not to say that I would plump down $$$ for a massive add-on to simulate fleet actions or whatever. Far from it - I agree that EP space combat would be better handled as a dramatic thing for the PCs. But, this is a background in which space travel is a significant factor, and I think there is a real need for framework. Not a full-on starship ops simulator, I must emphasize - already plenty of those around. Given the very commendable detail put into other parts of EP, I find this gap ... bizarre. For crying out loud, we're not even sure what EP ships / shuttles / fighters LOOK like.
"Do it? ... Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago." Ozymandias, The Watchmen
Asimovian Asimovian's picture
Re: Eclipse Phase!= space ship combat game...
Well, not to sound cynical, but it could be that Catalyst decided to omit it from the core book, expecting that many players are willing to pay separately for it, so they publish it as part of a supplement or as a standalone addon.
pablofiasco pablofiasco's picture
Re: Eclipse Phase!= space ship combat game...
7thSeaLord wrote:
Given the very commendable detail put into other parts of EP, I find this gap ... bizarre. For crying out loud, we're not even sure what EP ships / shuttles / fighters LOOK like.
well....technically since theres no worry about aerodynamics in space, for pure spacegoing vessels they can look Literrallly any way you want, i mean, if they can make a spacestation out of meat, or giant "space whales of the sun" then dangit, i can make mine look like a giant japanese schoolgirl, or some sort of flying waffle-maker (for example)

"the hunt is not complete until the targets heart is pulled from its chest and eaten" -hunter

standard_gravity standard_gravity's picture
Re: Eclipse Phase!= space ship combat game...
Then there is the thing about gravity, which would require rotation, so I'd go for spherical or otherwise rotating ships for longer-distance travelling. But the idea of a giant japanese schoolgirl spaceship is indeed appealing :)
[img]http://boxall.no-ip.org/img/ext_userbar.jpg[/img] "People think dreams aren't real just because they aren't made of matter, of particles. Dreams are real. But they are made of viewpoints, of images, of memories and puns and lost hopes." - John Dee
Asimovian Asimovian's picture
Re: Eclipse Phase!= space ship combat game...
Yes... We definitely need some rules.
JLongden JLongden's picture
Re: Eclipse Phase!= space ship combat game...
Asimovian wrote:
Yes... We definitely need some rules.
I disagree. We don't really need rules, just more setting info. Detailed space travel/combat rules sort of go well beyond the scope of the game, which is closer to a cyberpunk game, especially due to the hard(er) SF tone of it. Travel times, ship information, and the like would be very helpful, but unless you're looking for a more Cowboy Bebop or Firefly type feel for the setting, where space travel/combat is more cinematic, I can't see additional space rules being much use. In the scope of the setting, space travel/combat should just be skill roles, and that's what we've got. You don't need vectors or anything, as that's what the character's skill would be dealing with in-game, and it skirts closer to metagaming when you throw in a system to cover what the character should already know. It also pulls you out of the game if your character's not a pilot. Just like netrunning in a cyberpunk game, or space combat in more space combat-y games. If you want rules like this, power to you, but the game doesn't need them. It's just not that type of game. It's neither THS or Traveller, and if you prefer that type of game, then I'd recommend playing either of them over EP.
[Size=2]"The great thing about the internet is its leveling effect; online all opinions are equally WORTHLESS."-- Grant Morrison[/size]
Asimovian Asimovian's picture
Re: Eclipse Phase!= space ship combat game...
As I mentioned earlier, I'd prefer to have a choice backed up by a set of rules - not necessarily complex ones, either. You would retain the choice to not use them, and we could each define our game according to our tastes.
Octomorph Octomorph's picture
Re: Eclipse Phase!= space ship combat game...
JLongden wrote:
Asimovian wrote:
Yes... We definitely need some rules.
I disagree. We don't really need rules, just more setting info. Detailed space travel/combat rules sort of go well beyond the scope of the game, which is closer to a cyberpunk game, especially due to the hard(er) SF tone of it. Travel times, ship information, and the like would be very helpful, but unless you're looking for a more Cowboy Bebop or Firefly type feel for the setting, where space travel/combat is more cinematic, I can't see additional space rules being much use.
I think most of us here who have been advocating for more detail have been on the side of space travel rather than space combat - particularly due to the Hard SF tone and the fact that a substantial portion of player's time will likely be spent in that environment. Also keep in mind that Cyberpunk (2013 and 2020) had supplements dealing with space travel (and combat to a limited degree) and GURPS: Transhuman Space also had substantial coverage of the topic. Compared to the detailed coverage of other topics, it just feels like a huge gap. If material had to be cut or left for later due to space/cost/time constraints, fair enough, but give us a sense of what plans there are. If I had time or talent, I'd take a pass at it myself (cribbing mightly from what has come before), but I don't.
OneTrikPony OneTrikPony's picture
Re: Eclipse Phase!= space ship combat game...
All I really want to know is how long it takes to get from here to there depending on the equipment you're riding in. I'm thinking that the new drives make the old style tranfer orbits oblosolete for inner system travel because I can't figure how they're getting from Earth to Mars in 4 weeks.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Paradox Paradox's picture
Re: Eclipse Phase!= space ship combat game...

First post in this community!

I have mixed feelings on this topic. I do see a place for additional information about space travel. Travel times, hazards, maybe details on size and the costs of space travel (which might be in the core book and I haven't found it yet).

I do get a twinge in my gut that the advocates of space rules will want very crunchy space combat rules. I've been partially reassured by the person who reviewed the Hotfix thread and only found 3 out of 30 posters who actually professed a desire for that sort of content; at the same time the cynical side of me argues "they say that now... but let 'em get a foot in the door and... Star Fleet Battles with Hackers."

Here's where I'm coming from:
1.) I like clean and simple rules that occasionally allow me to handle sophisticated situations. So far EP has impressed me on that count with its flexibility and scope, and I don't want that design paradigm to change.

2.) There seems like there are other topics that could use further expansion, for my tastes, this is a lesser priority. I'd love more psi and Mesh, for example.

3.) I love the themes of conspiracy, espionage, horror, and investigation. When a military or nautical (space nautical) theme gets introduced, I do become concerned that it informs and alters the genre you're trying to work with; because it has to- in order maintain any internal logic.

Where can I compromise? (As if I have any great choice..)

I'm not unreasonable. It would be handy to know some basics about space travel in this game, including what the ships look like and how long does it take to travel around. I couldn't argue against that if I tried. Also, if you're in space and exploring a seeming abandoned spacecraft on a Firewall mission, it helps to know some more stuff.

I just ask/vote for simple clean rules, and details that can lend themselves to conspiracy, espionage, horror, and investigation- not detract from them by going in a new direction.

The suspense is terrible. I hope it'll last. from The Importance of Being Earnest, Act III by Oscar Wilde [1854-1900]
7thSeaLord 7thSeaLord's picture
Re: Eclipse Phase!= space ship combat game...
Paradox wrote:
First post in this community! ***** It would be handy to know some basics about space travel in this game, including what the ships look like and how long does it take to travel around. I couldn't argue against that if I tried. Also, if you're in space and exploring a seeming abandoned spacecraft on a Firewall mission, it helps to know some more stuff. I just ask/vote for simple clean rules, and details that can lend themselves to conspiracy, espionage, horror, and investigation- not detract from them by going in a new direction.
From another newbie, welcome aboard. ****** And yeah, that is basically where I'm coming from. I would add to the list, a guide to space travel CONDITIONS. A shuttle trip from surface to orbit, or between relatively close habitats, probably calls for conditions not so different to a short-haul airline trip of today. For longer trips, just what would be the options? I can imagine a few, depending on various factors. The method used in 'The Fifth Element' is one I particularly like - all passengers put into small padded cubicles and anaesthetized for the entire trip (would be a major boon to security, and also save lots on consumables like air). Some space travel may not be so different from living in one of the habitats. I mean, some EP spacecraft will probably resemble the smaller habitats anyhow (a bunch of modules stuck together almost at random), only with a propulsion unit someplace. Bigger ships may effectively BE habitats. Also, a habitat in a cometary-style orbit would not get around the solar system very quickly, but would be a possibility, for sure. Scumbarges, assuming one is really desperate. I would imagine here, you pays your fare and takes your chances - you might get a broom closet if you are lucky, or you might just get an unoccupied corner of floor if you aren't. Super-luxury - the celebs and those of high political office will surely have some means of travelling in style. ***** Other thoughts- On propulsion, I read 'Wind From The Sun' and rather like the idea of there being some solar sails around. Only for very small pleasure-type craft (1-2 people?) or automated long-range probes. EP's tech-base would seem to make them viable for a few specialized roles, anyhow. The matter of morphs (especially info-) and forkings raises ideas for "manned" interstellar travel (that doesn't use the Pandora Gates - I recall mention somewhere that this was happening). Rather than a crapload of supplies and life-support crammed onboard, have a VR game running that the entire crew "lives" in. Have some crab morphs handy, in case of emergencies, and have other morphs and associated equipment stored for when the ship actually gets somewhere. For that matter, having crew use Beta or Delta forks to run probes or RPV equivalents seems like an idea as well.
"Do it? ... Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago." Ozymandias, The Watchmen
JLongden JLongden's picture
Re: Eclipse Phase!= space ship combat game...
Quote:
As I mentioned earlier, I'd prefer to have a choice backed up by a set of rules - not necessarily complex ones, either. You would retain the choice to not use them, and we could each define our game according to our tastes.
The setting, as written, doesn't really support the need for them. As per page 283, ships are AI controlled, and egocasting is the preferred mode of getting from here to there over long distances. (I hesitate to call it transportation.) The game, by design, treats ships as an environment rather than gear/vehicles to be used. It's not a bug, it's a feature, and Catalyst didn't intentionally remove space rules to hose people into buying future supplements.
[Size=2]"The great thing about the internet is its leveling effect; online all opinions are equally WORTHLESS."-- Grant Morrison[/size]
Asimovian Asimovian's picture
Re: Eclipse Phase!= space ship combat game...
JLongden wrote:
Asimovian wrote:
As I mentioned earlier, I'd prefer to have a choice backed up by a set of rules - not necessarily complex ones, either. You would retain the choice to not use them, and we could each define our game according to our tastes.
The setting, as written, doesn't really support the need for them. As per page 283, ships are AI controlled, and egocasting is the preferred mode of getting from here to there over long distances.
The point of my statement, and of earlier statements I've made in this thread, is that while you and many other people may be happy to use the setting as written, with little or no physical space travel, there are, I think, quite a number of us who might like to do a little more that what is written in the book, and we would like to have a set of rules to allow us to explore this option. I would hate to think that this would make the game less enjoyable for everyone who isn't into space stuff, but I've always assumed that people use the parts of a game they want and discard the rest. If the inclusion of a chapter on space travel, spacecraft design and space combat would render the game useless to you, then we have a fundamentally different - and probably irreconcilable - approach to roleplaying. I've always felt that once an RPG is in my hands, I'm free to mess with the setting and the rules all I want in order to make it the most enjoyable experience for me and my players. If a game has a particularly good setting and well crafted rules, then less "messing" is required, but I've never left an RPG completely untouched.
JLongden wrote:
...Catalyst didn't intentionally remove space rules to hose people into buying future supplements
Hate to sound cynical again, but successful retail companies have been doing that for ages, including game publishers. Obviously, Catalyst plans their releases strategically, to allocate material for current and future publications. I don't judge them one way or another for this - they're a business. In fact, this discussion started because they asked what additions we wanted to see in the next release!
Octomorph Octomorph's picture
Re: Eclipse Phase!= space ship combat game...
Quote:
The setting, as written, doesn't really support the need for them. As per page 283, ships are AI controlled, and egocasting is the preferred mode of getting from here to there over long distances. (I hesitate to call it transportation.) The game, by design, treats ships as an environment rather than gear/vehicles to be used. It's not a bug, it's a feature, and Catalyst didn't intentionally remove space rules to hose people into buying future supplements.
Different interpretations and different playstyles. I would argue that the rules are incomplete with regard to the topic - for example, including a table of thrust values for different engine types and the gravity wells for various planetary bodies, but not including any more detail on ships themselves (e.g. layout, living conditions). Which would be of more use from a setting perspective? IMHO it would be the latter rather than the former.
Asimovian Asimovian's picture
Re: Eclipse Phase!= space ship combat game...
I agree. For those of us who want this in the game, it's easier to include it and have it as an option, than to fudge it and/or try to ignore it as part of the setting. For those who don't want it, it shouldn't make a difference.
OneTrikPony OneTrikPony's picture
Re: Eclipse Phase!= space ship combat game...
Quote:
by Asimovian: it's easier to include it and have it as an option, than to fudge it and/or try to ignore it as part of the setting.
I'm making an attempt to do some of this in a thread in the comunity projects and i have to say that it seems to be incredably difficult to even 'fudge' it. It's like trying to make a departure and arivals schedule for an international airport when you don't know what the flight paths will be because all the airports are moving. it really sucks. As to the people who want to know what the layout of the ships are like, there is quite a bit of info.
Quote:
page 349: STANDARD TRANSPORT One of the additional benefits of the standard transport is the fact that it contains four separate passenger compartments, each of which is mounted on a 90 meter-long booms that can extend and rotate to simulate gravity.
That's just an example: there's quite alot to be gleaned from the rest of the ship entries; Fighters have 5 guns and rockets in the nose so call em X-wings, LLOTV's are conical vehicles with a heat shield and legs at the base, the interiors are reconfigurable to cary more/less cargo/fuel. Also we know part of the mass of the curior ships and the destroyers by the descriptions of their fuel and stoorage. So extrapolate from there. You get pretty standard designs. Linear, axial. with structural designs capable of withstanding what ever G their drives can produce. Interior compartments oriented to take advantage of accelration forces while also optimized for microgravity. Basicly the architecture hasn't changed much in the same way that wet ships haven't changed much.
Quote:
by JLongden: The game, by design, treats ships as an environment rather than gear/vehicles to be used. It's not a bug, it's a feature, and Catalyst didn't intentionally remove space rules to hose people into buying future supplements.
I fully agree with that. Except for this;
Quote:
page 349: While egocasting is by far the most common form of inter-habitat transport, some people prefer to travel by ship and others do not wish to leave their current morph behind. In addition, some goods are easier or cheaper to physically transport rather than duplicating their templates. As a result, [b]standard transports regularly travel to and from every large habitat and inhabited planet and moon in the solar system.[/b]
Not only that but Asteroid wrangleing is a major business (enough to make claims of a rep economy tottaly false but thats for another thread) And not only that but we have actual Pirates listed in the factions chapter. Space travel happens. Alot. Even with the fact of digital freight. There are so many scenarios that make me ask the queston; how long does it take to get from here to there that I keep trying to actually figure it out. Here's one: Once apon a time the firewall team was told to check out a habitat that was recently quarentined. No one was sure exactly why the habitat was quarantined. But they suspected it was the Evil Exurgent Virus. So they went there. The end. [edit]Also don't forget what your parents told you; "Getting there is half the fun. NOW PUT YOUR SEATBELT BACK ON AND STOP BUGGING YOUR SISTER! I SWEAR TO GOD I'LL TURN THIS SHIP AROUND!"[/edit]

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

7thSeaLord 7thSeaLord's picture
Re: Eclipse Phase!= space ship combat game...
One thought, or a collection thereoft. LLOTVs and SLOTVs are the EP equivalents of shuttles, being used to move people and cargo from planetary surfaces to orbit and back, or between relatively close points in orbit. Most other ships presumably cannot make planetfall. It seems obvious that the Standard Transport, Bulk Carrier and Scum Barge cannot land (too big) and the Courier SHOULDN'T land (anti-matter!), but it is not as clear as it could be. Destroyers and fighters should be capable of at least atmospheric maneuver - having them be "space-only" would severely limit their capabilities (specifically, where and what they could fight). Those ships operating on safe(ish), legal(ish) flightplans would probably not need to carry LLOTVs and SLOTVs onboard - they take up volume and mass, and the places these ships visit would usually have these craft in abundance. Ships making routine stops where facilities are minimal (or non-existant) may need to carry at least one transfer vehicle - military, covert / criminal undertakings, survey / exploration, etc.. ***** Oh, and the multiple "passenger compartments" on the Standard Transport. Just how big are they? This is unmentioned anywhere. My assumption is that each can hold 4-8 people (ie. one party of well-armed PCs, plus extras) in standard(?) comfort (whatever that is, also unclear).
"Do it? ... Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago." Ozymandias, The Watchmen

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