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Spaceships

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Kisidan Kisidan's picture
Spaceships
Hi everyone! Starting my first campaign of Eclipse Phase next wednesday, did character gen last night... as people are exploring the system for the first time, we've wound up with some very uh... interesting, builds. Somewhat concerned about how this will balance out in play, but as we're just going to be running some fairly zany, random stuff to explore the peculiarities of the mechanics and the way the system influences the feel, I'm not *too* worried about that. What I am worried about is the costing for (traditionally) very expensive items. I didn't notice before, but it is a little frustrating that the guidelines for equipment seem so lax. 'Expensive' is anything over 10,000 credits, but some morphs are noted as costing a minimum of 40,000... I understand that in a lot of cases, this is because the prices vary wildly for where you happen to be. However, two PCs due to their backgrounds are starting with relatively high space piloting scores, and therefore they want a ship. They have 100,000 credits which they have obtained using the standard 1000 starting points... what is a reasonable ship for them to be able to buy? Should they be able to buy a spaceship at all with 100,000 credits? One player in particular was desperately trying to convince me that a destroyer class ship is perfectly reasonable for 100,000 credits. However, given that a very high quality body can set you back a minimum of 40,000 ... and a Reaper morph costs as much in CP as the 100,000 credits, I'm genuinely unsure how to proceed. Any thoughts would be greatly appreciated.
Gee4orce Gee4orce's picture
Re: Spaceships
For 100,000 I'd say they could probably afford the fuel pump for a Hydrogen/Oxygen rocket for one of the engines on a small spacecraft ;-) How many commercial airline pilots own their own 747s today ? How many naval officers sail around in private Type-42 destroyers ? None ! At best they might have a small private plane or a sailing boat. I'd say your players might have the *use* of a spacecraft - and probably only a short range OTV or lander - but they definitely don't own it and had better take care of it, and probably have to file flight plans and get authorisation to use it at all. Eclipse Phase isn't really about whizzing about in your own spaceship - I guess you could do it, but there isn't much support in the rules for how to run such a game. Something like Traveller would be better for that.
Kisidan Kisidan's picture
Re: Spaceships
Yeah, that was basically my thought - the rules specifically state that space combat should take a back seat generally; being the owner of a spaceship would imply that it'd take a much greater role. But the current rules are frustratingly vague. Costs for ships are listed, but they are just listed as 'expensive' which could be anything from 10,000 credits upwards. As this is something my players are interested in... some ballpark figures for spaceships would be handy. They have the skill, they want to use it... that isn't unreasonable, but I have no idea what the 'worth' of a basic ship actually is in the EP universe.
HyveMynd HyveMynd's picture
Re: Spaceships
This is probably not the answer you want to hear, but I would say that the cost of big important things, like spaceships, are intentionally vague because they are meant to be used as plot elements rather than as traditional gear that players buy. As Gee4orce said, Eclipse Phase isn't really a "jump in your spaceship and blast off to planet X" type of sci-fi game; that sounds like Traveller, or Rogue Trader, or any of the other 'pulp' space opera games. Why would anyone travel by spaceship when you can just egocast yourself wherever you want to go? I forget what page it's on, but somewhere in the core book it notess that your average EP citizen will only physically travel when their destination is less than a day away by fusion drive. There are extenuating circumstances of course, but I get the impression that most EP citizens rarely physically travel outside their own habitat. I think you, as the GM, need to decide what kind of story you want to tell with your group. It's obvious that two of your players want to have a ship and to go exploring, but what about the other players? You need to find out what other people in your group want to do, and then try to make everyone happy. Maybe that means having the players all work for some hypercorp shipping company like Comet Express and giving them a spaceship (with all the responsibilities and obligations that come along with it, as Gee4orce said). Or maybe that means including a scene or two in your story where the players with high space piloting scores get to pilot a spacecraft without actually owning one.
Kisidan Kisidan's picture
Re: Spaceships
Yeah, that's not the sort of answer I think is very helpful. Bluntly, if it isn't the sort of thing that PCs should buy, it shouldn't be categorized at all. It just seems like slopping game design to me. Which is irritating because it is a hole I missed in my first two readings of the book, and the price issue is across a wide range of supplies. Looks like I'll have to make my own price structure up and bolt it on.
Yerameyahu Yerameyahu's picture
Re: Spaceships
Helpful or not, it's true. They're vastly more expensive than even a group of people can afford, plus there's maintenance, fuel, fees, and on forever. There's no answer in the book because there's no (relevant) answer. I'm not even sure why there's Piloting, because surely the nav computer handles that much better than a (trans)human could. In my game, we did exactly what they suggested above: my character runs a sort of 'mercenary' subsidiary, and they give him use of a ship, and he then hired the other players. It's like Mass Effect 2: the shadowy hypercorp gives him use of the ship (ludicrously expensive) because they think he's the man for the job. Really, this is still playing EP 'wrong'; you should egocast and have to change morphs a lot. :D
Kisidan Kisidan's picture
Re: Spaceships
But there is an answer in the book. The answer is: 10,000 credits+ Unlike some morphs, there's not even a 'minimum 40,000 credits' So you buy credits with your starting points, and if you have 10,000+ you can buy a destroyer! ETA: I guess what I'm saying is, EITHER having it completely abstract OR having the ability to buy credits with starting points would work. Having the ability to buy a large amount of credits, which are essentially worthless due to the way the rest of the system is structured, is terrible game design.
Yerameyahu Yerameyahu's picture
Re: Spaceships
*shrug* I'm sorry you feel that way, but I think your interpretation of the rules is deliberately obtuse there. I'm not thrilled to death about the category cost system either. However, I think you'll find that spacecraft are not Expensive. They are 'nothing'. They have no listed category (and basically no stats). That is, I think you're right: the rules *are* totally abstract, and it *would* be silly if a GEV were listed as 'Expensive'.
Kisidan Kisidan's picture
Re: Spaceships
Haaah. My apologies; I just checked the book again, and it seems I was hallucinating when I read it last night. I could have sworn that they were, in fact, listed as Expensive... but they aren't. Okay, if there's no category, then that's fine. Objection withdrawn!
Yerameyahu Yerameyahu's picture
Re: Spaceships
Phew! I knew it was just a misunderstanding. :) Now, if you wanna talk about how the Expensive category is too bloody vast for all the *other* gear…
Re-Laborat Re-Laborat's picture
Re: Spaceships
Bear in mind that 'spaceship' covers a vast multitude of categories. I do believe there are costs somewhere for a 'rocket buggy' which is a sort of spaceship. For 10,000Cr you get a 'broomstick' at most. Clip a rifle and a bucket seat to it. Congratulations, you're now your own space navy. I believe that the information which is there is to provide a guideline for GMs who want to use ships as settings (How big is big? How fast is fast? How many crew are a crew?) and nothing more.
JMobius JMobius's picture
Re: Spaceships
I hope that a future supplement (Panopticon 2?) addresses the issue of ships and ship travel in detail, as it seems to be one of the largest areas of both confusion and interest.
Arenamontanus Arenamontanus's picture
Re: Spaceships
Well, a 747 with a nice interior costs around 300 million dollars. If we assume a small spacecraft costs about the same, and that 1 credit is around 10 dollars, it is just 30 million credits. So you better pony up with a lot of CPs. How I would handle this is to view the spacecraft as owned by an organisation, and this organisation is the Patron of the involved PCs. They pay CP for the advantage of either working for the owners or being shareholders in a spaceship. The organisation can be anything from a merchant company to an anarchist commune. They have responsibilities to the owners (like not breaking the ship, making money, implementing their agenda) but how tough they are depends about the mutually agreed background. The family-owned merchant ship might just have the PCs and a few NPCs as members of the org, and then they have to make money to pay off the mortgage to a lunar bank. Or they could be members of the Jovian dirty ops intelligence community, with a ship that looks like it is owned by a little Ganymedan salvage outfit... Meta: rpgs rarely handle major investments well, because they are *complex*. Most players and GMs can handle buying, selling and owning simple things, but as soon as the legal contracts surrounding them become complex we have to abstract a lot. Just think about how houses function in terms of rents, tenancy, mortgages, rights-of-ways and other legal stuff. Spacecraft are even worse, plus they involve numerous technical details and ongoing costs (have you paid for the coolant isotope regeneration this week? what about the ANAP navbeacon certification? the software compliance check?) At this point it is better to make them scenery and part of the scenario rather than foreground objects people own. "Sure, that ship is mine. I salvaged it myself some years ago, in a belt-crosser orbit. It was owned by Lentech-AIBN, so I thought I was in the clear: they went the way of the dodo in the Fall. Except that Grauman Anne Investments, a lunar law firm, bought up some of their claims. So if I ever get into LLA space they will impound it and ruin me with a lawsuit. And refurbishing it took a bit of effort, so I had to promise the Hadow Gang regular services until 12 AF... the good thing is, they make entrance to Locus easy. Unfortunately they are quarrelling with the Andelics, so in all extropian habitats I get spammed with compliance enforcement. That also led to some bad ratings that have been hell to circumvent when going to Red-aligned autonomist habitats - the nav-rep of the ship is shot to hell, despite it working perfectly. The sensor suit is actually leased from TYH Corp; I can't afford to run it too much, but I know it is reporting back valuable data to them. To pay running costs I set up a deal with the Belt Independence Organisation through a joint stock company. Unfortunately the BIO sold off half of their share to some argonauts who insist on regular reporting of *everything*. Then of course I have my family corp, listed on the Titan market and totally legit. But filing my tax returns is tough - you would be amazed by how complex it is to declare a credit income. As I said, that ship is mine. But a hundred other people have a claim on it."
Extropian
Quincey Forder Quincey Forder's picture
Re: Spaceships
ships make great decors for tight quarter type of adventure look at movies like Cargo, pandorum, Sunrise, Alien 1. as character concept, pilot would be a nice one, and basically a pilot would be a glorified truck driver. Examples: -Hutch in McDevitt's books. -Travis Russell in the french graphic novels Travis -Zone of the Enders: Dolores, I
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Re-Laborat Re-Laborat's picture
Re: Spaceships
Quincey Forder wrote:
as character concept, pilot would be a nice one, and basically a pilot would be a glorified truck driver.
Can't leave out Chandler's "Commodore Grimes" stories if you're going to talk about issues of being a 'long haul trucker' or 'tramp freighter' pusher. Chandler was merchant marine in the really real world and brought a lot of the little issues of licensing, impoundment, and the 'interesting' relationship the military and merchant marine enjoy ('testy' ain't the word) to his fiction. And if we're talking about truck drivers, you can't get away without mention of Jack Burton. You know what ol' Jack Burton says at a time like this...
Quincey Forder Quincey Forder's picture
Re: Spaceships
"It's a matter of reflexes!" aaa good old Jack! though now I'm sure there are many chinese phenotyped morphs with green eyes. Though, you know, it would be funny to see an EP version of Big Trouble In Little China. Make Lo Pan a delta fork of a TITAN, Gracie a freelance magistrate, a couple lifeloggers from Extropia and a cell of Firewall ohh yeah! that could be great fun!
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Arenamontanus Arenamontanus's picture
Re: Spaceships
Quincey Forder wrote:
as character concept, pilot would be a nice one, and basically a pilot would be a glorified truck driver.
Of course, they would be truck drivers with Ph.D.s. Another job that matters is the nuke. They are responsible for power, cooling and the drive. The pilots fiddle with the position and velocity of the ship, the nuke makes sure there is enough delta-v to get there. Then there is the life support engineer. While the job can be pretty yucky sometimes they are more than essential. They are the one's who can get the showers and plumbing to work or not. Often combined with maintaining the active nanosystems onboard.
Extropian
Quincey Forder Quincey Forder's picture
Re: Spaceships
Two bickering engineers with a passion for poker and bad jokes (by the male one, that is, while scolded at by the female one) and supervised by an Ultimate young woman in a Remade morph hidden in a smart vacsuit mhhh yes this a potential now we need: -AGI in damaged flexbot and religious themed name. -psychotic Lost async in a futura wth shaved head and way too many nanotats -Psychorigid ice queen psychosurgeon in a menton with Striking Looks trait with a hidden musicual virtuose twin in a Neotenic morph -Perky PR person in a red haired Bouncer morph who has a cat loving sister working with smart dogs who did I forget?
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Unity Unity's picture
Re: Spaceships
Assuming anyone is biological, Arenamontanus. Of course, in most groups there's at least one ...
Erenthia Erenthia's picture
Re: Spaceships
Hi, I'm new here, but I have a very similar question and didn't want to start a new thread. I'd like to ask, what's the point in restricting characters from having spaceships/personal habitats? Assuming they come with their own farcasting equipment (and why wouldn't they?) They'd simply serve as a mobile HQ for the players, which sounds like something useful to have both from them and then Gamemaster. Nothing is more frightening when the place you've always thought was safe suddenly *isn't*.
The end really is coming. What comes after that is anyone's guess.
Yerameyahu Yerameyahu's picture
Re: Spaceships
There's no restriction per se. It's simply unrealistic for them to afford them. It's kind of incredible how rich the starting 1000 CP characters already are, but that's heroes for you. :) The GM can certainly make such things part of the game (as I said, my current game has the other chars as employees of my mini-merc outfit, with the use of a ship). Corporate pilot (suggested above) is a perfectly good character idea, though one with significant non-'play' duties and restrictions.
Arenamontanus Arenamontanus's picture
Re: Spaceships
Erenthia wrote:
what's the point in restricting characters from having spaceships/personal habitats?
What's restricting characters from owning hypercorps? The answer isn't so much game balance as 'what is the level you want to run the campaign at?' It is quite fun to run a high level campaign where the PCs control a major organisation and make decisions that affect millions, or have access to expensive hardware with the power to vaporize habitats (yes, any spacecraft is a WMD). But this kind of gaming also tend to separate the PCs from the small group of agents dynamics where the game system has been most well developed. It becomes more of a strategy game than (say) transhuman horror. Not necessarily bad, but having a too great scale tends to abstract things.
Quote:
Nothing is more frightening when the place you've always thought was safe suddenly *isn't*.
Indeed. But you don't need to own it.
Extropian
Erenthia Erenthia's picture
Re: Spaceships
Well I'm very new to the system, so I'm sure there's plenty of things I don't understand, but they do seem to be restricted in the sense that there's no prices for them. The restriction on start credits (no more than 100 CP spent on them) would make it trivial to give spaceships and personal habitats prices that are out of the reach of starting characters but attainable down the line. This was explicitly avoided. Also, I'm not sure why they even *need* to cost so much, depending on where you are in the system. I understand that certain economies (Like the Jovians) have lots of restrictions, but if your out in the autonomist alliance than that's a very different issue. Not that I imagine anyone is out there handing out free stuff (physical stuff, obviously there's open source software/freeware) but I think autonomists would be disposed to help people get there own living areas, basic makers, and other items necessary for - well - being autonomous. The most obvious help would be open source plans for micro-habs, solar collectors, and automated mining. Not every ship or hab needs to be huge. It just has to do what it's designed to do. Personally if I ever get to play (I'm probably the only one among my friends willing to RUN this game) I'd like to have a simulspace server floating out in space with some basic maneuverability to hold my backup and maybe create some simulspace because I am PARANOID AS HELL. That wouldn't even need to have life-support - or physical space inside.
The end really is coming. What comes after that is anyone's guess.
Erenthia Erenthia's picture
Re: Spaceships
Arenamontanus wrote:
Indeed. But you don't need to own it.
Well if your an Autonomist and a Brinker, maybe you do *shrug*
The end really is coming. What comes after that is anyone's guess.
Quincey Forder Quincey Forder's picture
Re: Spaceships
this reminds me a game of Vampire, a few years back one of our group was named Prince of Paris, after the apparent final death of François Villon. Our first collective reaction was like it's going to play a game like Civilisation. Instead with had: -assassination attempts -Annarch raid on hunting domains of primogens who demand action -manipulation from the local Justicar to wipe out the local Brujahs etc etc that was in the 18th Century. Imagine what it would be with "simple" mortals, given control of a habitat, single handpicked by the previous governor it gives really good opportunities if your character is chosen like that out of blue for a job he doesn't have the skills for. And the others like know that too. Jealousies, powerplays, undertable negociations etc it's like swimming with hungry sharks
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Erenthia Erenthia's picture
Re: Spaceships
Quincey Forder wrote:
this reminds me a game of Vampire, a few years back one of our group was named Prince of Paris, after the apparent final death of François Villon. Our first collective reaction was like it's going to play a game like Civilisation. Instead with had: -assassination attempts -Annarch raid on hunting domains of primogens who demand action -manipulation from the local Justicar to wipe out the local Brujahs etc etc that was in the 18th Century. Imagine what it would be with "simple" mortals, given control of a habitat, single handpicked by the previous governor it gives really good opportunities if your character is chosen like that out of blue for a job he doesn't have the skills for. And the others like know that too. Jealousies, powerplays, undertable negociations etc it's like swimming with hungry sharks
THAT is actually quite cool, but bigger in scale than I was talking about. I'm mostly thinking about something the size of a large house that operates as a base of operations for the party, though I have played in games like that and they are LOTS of fun.
The end really is coming. What comes after that is anyone's guess.
Yerameyahu Yerameyahu's picture
Re: Spaceships
Honestly, you're never going to be *that* rich. It's just very far outside of the 'normal play' and probability curves. Rep doesn't go that high, and the number of credits involved would have to simply astronomical (hyuk). The closest thing I can imagine for comparison are US nuclear naval ships (?), which are half-billion dollar affairs at the low end (plus crew, maintenance, etc.). It's just not really in the game. If you *did* want this stuff in the game, why would you need a number value? Habs are a different story, because they're just tin cans in the sky. They can be the size of a shipping container. They should still be pretty expensive if they do anything useful, though; again, well beyond Expensive and normal amounts of Rep/cred. It's so simple to just handwave it, so why would you need numbers?
Erenthia Erenthia's picture
Re: Spaceships
Well there's two things: One is that I don't so much need a credit value for a micro-hab as I would like *something* in the books that officially states what you just stated (and added a CP/Rez cost rather than a credit one if the game designers thought it necessary) Having a little HQ that you upgrade a little bit on the side here and there is fun. The other things is that while very few people have privately owned naval ships (and they remove the nuclear power plants when they sell the decommissioned ones) plenty of people own sailboats, and even more own kayaks. I don't see why spaceships should be different.
The end really is coming. What comes after that is anyone's guess.
Yerameyahu Yerameyahu's picture
Re: Spaceships
Yeah, I'm not saying that it's not nice to have actual dollar values for things, no matter how crazy. But they are crazy enough that it doesn't really matter. Because spaceships have nukes (or equivalents). They also have rad shielding, enviro systems, life support, and so on (unless they're for synths only?). You can get kayaks, they're called rocket sleds. Spaceships and naval ships don't really compare, especially at that level. That's why I jumped straight to a naval destroyer, for a very rough comparison. The closest thing to a costed spacecraft in the book is the the Hard Vac Suit, or maybe the Rocket Buggy. The Hard suit is High, and has only a 10 hours * 0.01 g propulsion (I'm not what happens then, because it says 'explorers have used them for 2 months').
Erenthia Erenthia's picture
Re: Spaceships
I'm not trying to be obtuse, but doesn't a habitat have to have everything a spaceship has and more (because they're built for sustainability) minus propulsion? If you created a micro-habitat (say between 2,000 and 5,000 cubic meters) and strapped a good old-fashion solar-sail on it, wouldn't you be good to go? Now I didn't know about the Hard Vac suits (my players and I are learning the system and the setting together) so I appreciate you pointing them out to me. Like I said I'm pretty new to EP.
The end really is coming. What comes after that is anyone's guess.
Yerameyahu Yerameyahu's picture
Re: Spaceships
I'm not really a space nerd either, so I honestly can't say really what you can do with hardware. But given there are no rules for habs *either*, it's not really helpful if a ship is just a hab with wings. :D Nor for sails, AFAIK… hope you didn't need to be anywhere soon, though.
Arenamontanus Arenamontanus's picture
Re: Spaceships
Erenthia wrote:
THAT is actually quite cool, but bigger in scale than I was talking about. I'm mostly thinking about something the size of a large house that operates as a base of operations for the party, though I have played in games like that and they are LOTS of fun.
Making a house-sized object that keeps the air in and the radiation out is not very expensive. It is when you add the sizeable tech to accelerate the whole thing to velocities much faster than a rail-gun bullet when things turn hairy. You likely do this by using a fusion reactor requiring liquid metal cooling, systems keeping metallic hydrogen in a solid state yet release it precisely, sensors that beat the current Hubble telescope by orders of magnitude and a huge number of little devices for communications, attitude adjustment or self repair. There are no doubt open source blueprints for all of these - nothing in this is new technology, space homesteaders have been doing this for ages. But it takes a significant number of High and Expensive services to get them, put them together, test that they work fine together and then to maintain them. Doing it yourself (if you are a maker) is cheaper but takes plenty of time and skill. And nobody wants to ride a ship whose cooling system is untested. I would as a rule of thumb say the house-with-engine spacecraft is likely Expensive+ if it can reach interplanetary speeds (20+ km/s; simple inter-orbit craft like you would use to get around Saturn or Mars might be just Expensive), with a real shuttle Expensive++, a transport or passenger ship Expensive+++, and the more high level ships like couriers Expensive++++ and up. See some of the discussions we had about this very topic way back: http://www.eclipsephase.com/costs-spacecrafts
Extropian
Erenthia Erenthia's picture
Re: Spaceships
@Yerameyahu Ok, Ihink we're on the same page now. All I would add is that, since travel by ship is fairly rare, you're really only going to use it as a hide-away (or a main home if your autonomist/brinker really these are the only people likely to even *want* such a thing) @ Arenamontanus And here I thought I was being a good forum member by posting in an existing thread when I clearly should have used the search box. THANK YOU. That thread helps a lot. Would you say that Autonimists make and test there's in a sort-of Amish barn-raising? Or do most autonomists live together in standard size habs?
The end really is coming. What comes after that is anyone's guess.
Arenamontanus Arenamontanus's picture
Re: Spaceships
Erenthia wrote:
And here I thought I was being a good forum member by posting in an existing thread when I clearly should have used the search box. THANK YOU. That thread helps a lot.
It of course helps knowing about the ancient thread in the first place :-) But yes, people should dare the search box more often - untold treasures are hidden therein.
Quote:
Would you say that Autonimists make and test there's in a sort-of Amish barn-raising? Or do most autonomists live together in standard size habs?
I think barn-raising is a good analogy. Some collective has been gathering resources and services to build their own spaceship or habitat, and now organize the joint final integration festivity. If everything works out nicely there will be a shakedown cruise for the brave, but at the very least it is a time to meet up with all the forks of the family.
Extropian
Torque2100 Torque2100's picture
Re: Spaceships
This ties into something else that concerns me about the setting/system. I've noticed that a whole lot of time is spent discussing ego-casting as a method of travel but more traditional methods like renting a berth in a ship are barely touched upon. Ok, the description of the cargo ship in the spacecraft section does include a nice description of how passenger berths work, but an exact figure for how much that transport costs is never given. I can see how this might be off-putting to my players when they spend a bunch of CPs customizing their morphs, only to find out that their first mission is going to involve ego-casting across the solar system and using rented synths.
Arenamontanus Arenamontanus's picture
Re: Spaceships
Sure, you can send your precious morph to the destination using a ship. Too bad that it takes weeks. By the time you arrive the seed AGI has already transcended/your rival married your partner/the company has gone bankrupt - spacecraft are *slow*. Egocasts take hours at most, and avoid the cost of having to expend enormous amounts of reaction mass. Spacecraft in EP are amazing vehicles in many ways, able to accelerate to speeds of hundreds of kilometres per second (remember the WMD aspect - this is a nasty railgun projectile if it gets out of course). But that still means several days to weeks in the inner system, and months in outer system. The only reasons not to go by egocast is that you do not trust the receiver with your ego, that you need to bring something material (like warheads or a cargo) or that there is no functioning receiver.
Extropian
Erenthia Erenthia's picture
Re: Spaceships
I'm gonna have to agree with Arenamontanus on this one. One of the fundamental aspects of transhumanism as an idea (and I do consider myself a transhumanist IRL) is of the body as a piece of gear. On the flip side, I can appreciate your position with disappointed players. My advice is 1) don't do nonlocal stuff extremely often and 2) throw them a bone every once in a while. Ever gotten bumped up to first class because the airline overbooked coach? The same can happen with morphs (don't let your players get used to it, but it works wonders to counter frustration every once in a while). "Sorry there seems to have been a minor accident, and the Fury Morph you requested was damaged/destroyed. As a consolation, please enjoy this heavily customized premium Remade normally reserved for our platinum customers."
The end really is coming. What comes after that is anyone's guess.
Quincey Forder Quincey Forder's picture
Re: Spaceships
Erenthia wrote:
"Sorry there seems to have been a minor accident, and the Fury Morph you requested was damaged/destroyed. As a consolation, please enjoy this heavily customized premium Remade normally reserved for our platinum customers."
I've been thinking. When hypercorps gives your morphs, don't sleeve! make hypercorps take the morph back! I don't want your morphs! what am I supposed to do with these?! Get mad! demand to see hypercorps' manager! make hypercorps rue the day, though she could give Attic Jones morphs! Do you know who I am?! I'm the one who'll crash your habitat down! I'll order my genehackers to make explosive morph to crash your habitat down! hoops, sorry, got a old Argonaut CEO in my ghost rider module.Used to rant about lemons, now it's morphs Anyway Spaceships, especially big ones, makes great decors for spooky adventures Alien, Event Horizon, Pandorum, Cargo I think that in EP, that's their principal appeal.
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Re-Laborat Re-Laborat's picture
Re: Spaceships
Arenamontanus wrote:
The only reasons not to go by egocast is that you do not trust the receiver with your ego, that you need to bring something material (like warheads or a cargo) or that there is no functioning receiver.
Or you are [i]that[/i] wealthy and the journey and its luxuries are what you're really paying for...The destination is simply a side-effect of the journey. I'm currently working on deck layout, a main adventure campaign, and some additional side adventure seeds for the EP equivalent of a classic luxury transatlantic liner (something along the lushness of the [i]Rex[/i] or the [i][url=http://www.thegreatoceanliners.com/contedisavoia.html]Conte di Savoia[/url][/i]) running from Venus to Titan with all the appropriate stops that orbital mechanics permit. (P.S., if you have to ask how much a ticket is, [i]obviously[/i] you can't afford it.)
greymauser greymauser's picture
Re: Spaceships
Quincey Forder wrote:
Two bickering engineers with a passion for poker and bad jokes (by the male one, that is, while scolded at by the female one) and supervised by an Ultimate young woman in a Remade morph hidden in a smart vacsuit mhhh yes this a potential now we need: -AGI in damaged flexbot and religious themed name. -psychotic Lost async in a futura wth shaved head and way too many nanotats -Psychorigid ice queen psychosurgeon in a menton with Striking Looks trait with a hidden musicual virtuose twin in a Neotenic morph -Perky PR person in a red haired Bouncer morph who has a cat loving sister working with smart dogs who did I forget?
What is this a reference to?
Yerameyahu Yerameyahu's picture
Re: Spaceships
Sounds like Mass Effect 2 to me.
The_Ren The_Ren's picture
Re: Spaceships
I am green here...as in a total newbie. (running my first campaign in this system even) But i felt that i simply must throw in my two cents. (maybe its because I'm running on 29 hours w/out sleep... >_<) My point is that IF you've got an industrious player (or three) who is willing to spend the academics on vital knowledge necessary to design a star ship including Program:Nanofabrication (for all of them) and they're bound and determined to make it work...work it like a Task Action and give it a long set time (1 year per bonus perhaps?) I don't see why it can't be a part of the back story of these characters. ESPECIALLY if it gets the players to work together! (mine tend to be autonomous as all H311 and tend to make it REALLY difficult to get them to act as a team. Don't even get me started on D20 modern or even D'n'D as a party.... -_-' ) It's the GM's job to make it fun for the players just as much as it is the players to make it fun for the GM. If they want a ship, make it work (make 'em pay through the nose). There have been a number of great ways in this thread to get it working ranging from corp owned to barn raising. Do whatever works for your story and for the players to accept. Sure Ego Casting is a great way to get around the system. But maybe the players want to hit ground side and retrieve some Stacks? Maybe that's a primary portion of the story you're weaving (it is for me)? I forget which core-book i read it in but one of them says something along the lines of: These are by no means written in stone. Everything put down on the pages here in is a guideline and if it interferes with the fun throw it out. I'm the loose and fast kind of GM that some people hate. I ignore rules i don't like and add in ones i do, sometimes on the fly as i see fit. So long as I'm consistent it shouldn't matter. The trick is finding a balance that makes everybody happy. Do your best to find that and run with it. That's what i say to the whole subject. Anybody who disagrees with me... well that's your problem not mine. ^_^
Arenamontanus Arenamontanus's picture
Re: Spaceships
There is no rule against having spaceships. However, if you want to keep the setting hard sf and consistent, then spaceships will be extremely cumbersome game-wise. We are not talking about a glorified car bringing PCs from point A to point B, but a very complex technological system involving a myriad of subsystems, legal entanglements, costs, and potential to act as a WMD. Spacecraft are bound by some pretty tough laws of physics, even with the amazingly powerful engines of EP - do you want to get into a discussion with your players whether they have enough delta-v to reach habitat X given their current velocity vector ("But it is just ahead!" "Yes, but you are moving 100 km/s too fast and cannot slow down enough!")? When the players want to engage in battle, how much do you want to take into account stuff like http://www.aleph.se/EclipsePhase/EP%20naval%20strategy.pdf (my so far unfinished analysis of EP-era space warfare) ? You can of course wing the physics, engineering and economy just as you wing the game rules (it is often necessary in any case), but it becomes very glaring for major objects under player control like spacecraft. The reason is that players expect consistency of objects, and it is very hard to maintain consistent winging. I have run a good game with the PCs running a spacecraft. No problems there. But they were not jaunting around the solar system.
Extropian
The_Ren The_Ren's picture
Re: Spaceships
Arenamontanus wrote:
I have run a good game with the PCs running a spacecraft. No problems there. But they were not jaunting around the solar system.
Absolutely! I have only a basic understanding of astrophysics but i try to apply it (which has pissed off the pilot of my game to no end) as much as possible. Although you also have to take into account maneuvering thrusters, slingshot physics and orbital junk. One of my proudest moments was when they didn't take orbital junk into account and i almost party wiped. ^_^ Had a really good tense moment while they patched the hull. I'm going to run them to a derelict ship tonight and see how they do with Exsurgent for the first time. But the first thing out is getting fuel (expensive), paying up docking fees before the "Harbormaster" will let them go and then getting out of high orbit (Which requires a MoS on both Piloting and Navigation (although they can be Task oriented) to get where their going). Much more than that i find bogs down the play with detail and reduces the dynamics that make it fun. While on the other side there is a myriad of other issues that are in acutality required in real life. (such as pre-flights, logging flight paths, etc. I simply assume that they are simple enough that they are a "Basic" or "elementary" and don't need to be flogged like a dead horse.) On the other hand I appreciate the PDF you compiled and will be reading it thoroughly. ^_^ Hopefully it will clarify my own knowledge of astrophysics and spaceflight and allow me to incorporate a few more realities to space travel in my games. Thank you!
Re-Laborat Re-Laborat's picture
Re: Spaceships
Theoretically, a fellow with access to his own backyard canal could build a boat in it. Theoretically, if he had a lot of time, money, materials and equipment, he could build a BIG boat in it. He still has to license and insure it before getting out into the shipping lanes. Oh, you can toodle around the beachfront in your little ten-foot Sunfish all you like, but you don't go out into real blue water in something without a registration number. Now, imagine for just a minute, that with enough time and cleverness, said fellow with his backyard home-built yacht could destroy most of the support-systems of a small town, somehow. That's what a spaceship is. It's not just about 'Is it feasible to build it.' It's also about 'who will object or want to be paid off?' Lots of factions are probably real unhappy to deal with unregistered, cobbled-together vessels, because you don't know WHAT you're letting inside your defensive perimeter. So, going down the list: You need antimatter. Lots of antimatter. You need a big dang fabber. Lots of materials and probably lots of rare elements. You need a blueprint. A tested one that works would be mighty nice. You need a place to assemble it where some equivalent of the local boys in blue or even just the neighborhood watch won't kick in your door and say "Excuse me, we couldn't help but notice you're assembling a powerful drive system in here. We'd like to talk to you about it. Now." For the same reason even anarchists don't casually let their neighbors play with antimatter or micro black-holes or TITAN bioweapons, they won't be happy about someone building a ship next door. The Kzinti lesson applies with a vengeance. Yeah, you can find blueprints on the web that'll let you (given time, training and tools and material) build a hundred-foot sailing yacht. Imagine if there was NO WAY to build that sailing yacht that didn't include installing a giant warhead in it. Now imagine how easy the people around you would make your home yachting program if that were the case. Any spacecraft is a KKV. Or to hammer the point home, EVERY spacecraft is a KKV.
Lord High Munchkin Lord High Munchkin's picture
Re: Spaceships
I view it as building a nuclear submarine rather than a yacht. Sure with enough skill, time and money anyone could theoretically do so... but people would want to know what you intended with all those torpedoes (not to mention that reactor). Additionally, a very large fabber might not be what you actually want to build a ship. Fabbers are great for small or medium sized one-off parts... but sometimes an automated industrial fabrication factory is really what is required to turn out large, repetitive items (and I imagine a spaceship has quite a few of those in it). So even if one could download the plans off the net, it doesn't mean that one has the facility to actually make it... and the location where is it going to be assembled will likely be a major issue too. How are the parts going to get to the yard etc., etc.. Whole heap of bureaucracy and expense there. At the end of the day 'Eclipse Phase' isn't 'Traveller', but yes, if you as a GM want to use a spaceship as a plot item, do it.
nezumi.hebereke nezumi.hebereke's picture
Re: Spaceships
Do what is awesome. All of the points in this thread are absolutely correct, but ultimately it comes down to 'what will make me and my players have a great time at the table?' If the answer is 'spaceships, dammit!' then clearly the answer is spaceships :)
Yerameyahu Yerameyahu's picture
Re: Spaceships
Yes… as long as you follow all realistic rules for the setting. :) Which in many cases say, 'no'. You have to work around those realities to get to 'yes'.
Arenamontanus Arenamontanus's picture
Re: Spaceships
nezumi.hebereke wrote:
Do what is awesome. All of the points in this thread are absolutely correct, but ultimately it comes down to 'what will make me and my players have a great time at the table?' If the answer is 'spaceships, dammit!' then clearly the answer is spaceships :)
And what could be more awesome than someone building a spaceship despite all odds? In fact, that is a pretty good adventure story on its own, or an element in the local setting. Unpopular "Crazy Joe" and his personal project... which one day will be essential for saving the settlement - or wiping it out.
Extropian
Erenthia Erenthia's picture
Re: Spaceships
If I decide to introduce a spaceship with my players, it will probably have a modular fission reactor (like the ones that are being built today, but with more power), that is probably only be good for ten years or so. It will probably also be powered by an archaic plasma engine (think today's VASMIR). Our projections say that if we ever get the VASMIR up and running, it will shorten our trips to Mars (I'm assuming a close approach) to 39 days. I haven't done the calculations for how long it would take to get to Titan or Neptune at that level of acceleration, but I'll figure that out when I get home. Off the top of my head I know there was a NASA prototype ion engine that burned constantly for a year so I don't see what the problem is with racer burns. Also my assumption is that general policy is every habitat has an approach vector that allows for out of control vessels to glide safely passed them in the even of mechanical failure. Anyone who is not on a proper approach vector is contacted days or weeks in advance and told to change course or be shot out of the sky. Anyone without a proper transponder signal is shot out of the sky with no warning (since they're likely pirates) unless it's obvious they are having extreme mechanical problems. There's probably also a "dead line" where once you are close enough if you change from your approach vector to any kind of "attack" vector you're shot out of the sky by an automated program and given no chance to negotiate or explain yourself. The whole ship will probably be about 3000 m^3 with no weapons of any kind (if pirates come after them they're just SOL, though I'll let them add weapons themselves if they can manage it). A tin can with a micro fission reactor and a ye olden timey VASMIR (and some egocasting equipment obviously, for when they want to travel somewhere quickly) I really don't see what the big deal is.
The end really is coming. What comes after that is anyone's guess.
Re-Laborat Re-Laborat's picture
Re: Spaceships
Admittedly, there are a lot of responses here that amount to: Players shouldn't have that. It's dangerous to small animals. That's using resources well beyond what players [i]should[/i] have access to. Your community and government won't like you building such a dangerous thing next door. And a different equivalent occurred to me, suddenly. None of these issues stopped [url=http://www.dangerouslaboratories.org/radscout.html]the Radioactive Boy Scout from attempting to build a breeder reactor in his mom's garden shed[/url]. Okay, that's not true. Eventually the government did catch up to him.

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