Date: Fri, 9 Jan 1998 10:11:36 -0800 (PST) From: Anthony Jackson Subject: Creating Spacecraft using Vehciles Dataweaver writes: > On Fri, 9 Jan 1998, Onno Meyer wrote: > > > It would be _really_ nice if there was a formula like that in Space to > > allow stronger hulls, but the table on VE19 isn't easy to extrapolate. > > As an addendum to my last post, let me suggest that the formula for a > vehicle's HT is a little screwey; it shouldn't drop toward a limit of 5 as > weight increases, it should drop toward a limit of zero. Suggestions, > anyone? The fact that doubling frame strength will take you from HT 8 (32.5 hp/ton) to HT 12 (65 hp/ton) is also a bit weird; it seems like there should be more variance in there. I was considering making HT logarithmic, on the same scale as range penalties and all, so +6 HT is 10x as strong. If we norm for HT 10, HT should be roughly 6*log10(HP/ton) -- equal to looking up hp/ton on the range/speed chart and adding 2. This does make HT 12 vehicles significantly harder -- rather than requiring 65 hp/ton (divide by 10, rounds up, add 5), it will require 85 hp/ton (mean between 70 and 100, for rounding). Incidentally, frame weights in VE2 are a bit futzed for large vehicles anyway; while it is legitimate that large vehicles should have lower HT (due to square/cube law), the portion of the vehicle's weight which is frame shouldn't _decrease_ with size. I'd probably make frame weight be based on the greater of surface area and volume (this occurs at 216 cf).... this isn't a big problem on vehicles up to the size of a tank, but becomes fairly noticeable on a battleship. Once you do this, you can permit heavier frames without running into the danger of making it too easy to make huge vehicles which still have huge HT; I'd just say that for beyond an XH frame, simply choose a HP multiplier; the weight multiplier is (HPM/2), the cost multiplier is HPM*1.25.