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Jumpship Quick charge & Pirate Points (or Lagrange points if you prefer)
#1
Of all the requested modifications to travel times etc I think this might be the easiest to add. Requires a pilot roll and a quick charge dropdown menu in the map tab. Don't know if we would need all of the times or not and I think the times listed in the dropdown should be for the minimum in each category
ie (StratOps pg87)
175+ No failure
150 +0 (rather than 150–174)
125 +1
100 +2
and so on

Starting this thread I was mainly concerned with quick charge rules.. but after reading a bit more (again) about the pirate points I came up with an idea for how to add them. I was thinking that for these pesky critters there should be a nice navigator roll (makes the skill useful for a change) and a checkbox in the map tab.

When calculating the time to get from one point to another I think the checkbox should only modify the in-system travel time at the location. On page 88 it lists a +4 modifier for non-standard jump points. I was thinking it would shave 75% off the travel time so a 10 day trip would only take 2.5 days.

What do you think ral, would this work? Would it be easy to code?
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#2
No feedback? Really??  :o
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#3
Sorry, its exam time and I don't have a lot of extra free time to properly address this with the thought and care it deserves.
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#4
Wasn't directed at just you ral, I figured others might want to jump in on this (not just devs) as this is part of the transport part of merc/pirate life and would drastically change travel times and how some planetary assaults/raids are carried out.

Hope you do well on your exams!
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#5
(04-29-2014, 07:26 PM)pheonixstorm link Wrote:Wasn't directed at just you ral, I figured others might want to jump in on this (not just devs) as this is part of the transport part of merc/pirate life and would drastically change travel times and how some planetary assaults/raids are carried out.

Hope you do well on your exams!

83 on my Chemistry exam :/
We'll see on the others.
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