[Home]Vitenka/ST StationDesign

www.vitenka.com | ToothyWiki | Vitenka | RecentChanges | Login | Webcomic

Intended for StarThugs, this is intended to be a station-design set of rules akin to the ship-design rules.

Actual rules for Morale and productivity are pending me caring enough for them to be anything more than GM fiat.  You should be able to knock somthing up, though.



Rules



Each section can have any number of positive and negative qualities.  The total quality must be strictly greater than zero.  If you buy no additional qualities, the basic quality is 100.

Adding qualities works the 'dopey' way most RPGs do it - that is 100% + 10% + -25% = 85%

The cost of the section is then the cost, multipled by the quality (as a percentage).

You can always add qualities at a later date.

(* This section can be bought at multiple levels.  The levels work as described.  Each additional level also means you have to take the 'extra level' quality an appropriate number of times - costing +10% each time.)

Costs are, nominally, in $1000.  (ie. cost of 200 => $200,000 )

You are strongly encouraged to buy at least one quality for each area.

Making new sections




Sections that you can add







When buying docking bays, remember that you have to cater for visitors and future expansions of your fleet.













Sections you probably only want one of










Qualities



You really really ought to buy at least one quality for every section that you have, just for flavour.
The quality of a section starts at 100.  You're not allowed to take it below zero (so if you are about to, buy some positive qualities too).
After that, you use the quality as a percentage and apply it to the base-cost of a section.
















Negative Qualities



These are bad things.  Some mildly annoying, some downright awful.  But they do make things cheaper...








Sample Stations



'No Subject'



The 'no subject' is a prefabricated trading way-station - largely the Krylon Nebula's equivalent of a motorway truck-stop.  The owners couldn't be bothered to properly configure the software, and the name stuck.

In addition to the basic prefab, it has a repair facility and an extra habitation ring.

Docking ring:
4x Basic Docking Bay ( cost 50*4 = 200 )
2x S2 Bay ( cost 100*2 = 200 )
Large Bay ( cost 200 )
Docking level power station (extra level, outdated) ( cost 200 q 40% = 80 )
Docking level life support ( cost 100 )
( Additional, not in prefab )
S10 Repair Station - quirky ( cost 500 q 75 = 375, +200 for the bolt-on = 575 )

Trading Ring:
5x Cargo Storage (automated) ( cost 50 q 150% *5 = 375 )
2x Work area (trading) (automated) ( cost 100 q 150% *2 = 300 )
Leisure (market) (cheap) ( cost 100 q 25% = 25 )
Trading level power station (extra level, outdated) ( cost 200 q 40% = 80 )
Trading level life support ( cost 100 )

Habitation Ring: ( 'no subject' has two of these - mostly for visitors)
4x Bunks (cheap) ( 100 q 25% * 4 = 100 )
3x Cabins (cheap) ( 150 q 25% * 3 = 115 )
Leisure section (out of date) ( cost 100 q 50% = 50 )
Habitation power station ( cost 100 )
Habitation life support ( cost 100 )


Defence Ring: ( 'no subject' relies mainly on paying its protection money, and the guns ofthose who dock here)
3x Shielding (extra level *2) ( 200 q 120% = 240 )
2x Weapons Pod ( cost 150 *2 = 300 )
Damage Control ( cost 100 )
Communication ( cost 200 )
Scanners (extra level *3) ( 450 q 130% = 585 )
Defence power station (extra level) ( cost 200 q 110% = 220 )
Defence life support (extra level) ( cost 200 q 110% = 220 )

Sections: 39 * 500 = cost 24500
( prefab is 5000 cheaper )

Total cost: 29230  ( prefab is 6040 cheaper )

Elysium



This is intended to be the basic chassis for the players' 'mining' (not piracy at all) station.  Provided by the govnment, who will frequently remind you how much it cost to put together.  Each player has an additional '500' to spend on customising it.  (Some in their personal section, some in the central section.)  It is intended that in order to buy anything really useful, the players will have to bung some negative qualitites onto the existing stuff.  But they have a decent amount of room to expand before they start needing to hollow out more asteroid.

Mining Segment - AlexChurchill: (total cost over default: 325)
numbers at the end are relative to the "default" cost
S5 docking bay: Cheap ( 200 q 25% = 50 ): -150
S2 docking bay: Isolated ( 100 q 50% = 50 ): -50
Armour (bolt-on) ( 100 )
Bunks: Outdated, High-Class ( 100 q 150% = 150 ): +50
Work area (mining): Cheap, Robust ( 100 q 50% = 50 ): +50
(Level 8) Scanners: Automated, Massive, Isolated, Quirky ( 850 q 50% = 425 ): +425

Mining Segment - TheInquisitor: (total cost over default: 400)
S5 docking bay: 5*Stealth ( 200 *125% = 250 ): +50
S2 docking bay: 5*Stealth ( 100 *125% = 125 ): +25
Armour (bolt-on) ( 100 )
Bunks: actually Cabins ( 100 *150% = 150): +50
Work area (mining): Outdated ( 100 *50% = 50): -50
(Level 5) Work area (research lab): Automated, Robust, Quirky, Massive, Isolated (500 q (100+40-25-75-50+50+25 = 65%) = 325): +325

Mining Segment - MoonShadow:
S5 docking bay: Defensive ( 200 + 50% ) : +100
S2 docking bay: Outdated, disguised, hidden, stealth+5, secret ( 100 + 50% ) : +50
Armour (bolt-on): Redundant ( 100 + 50% ) : +50
Bunks: Spacious ( 100 + 100% ) : +100
Work area (mining): Dangerous ( 100 - 75% ) : -75
Storage: Disguised, Hidden, stealth+5, secret ( 50 + 100% ) : 100
Empty ( 0 )


Central Segment: (total cost over default = 175)
(n+1) Power ( 100 + 500 *(n+1) = 600 + 600n )
(n+1) Life Support ( 100 + 500 *(n+1) = 600 + 600n )
Work Area (pirate command, hidden, stealth 4) ( 100 * 145% = 145 )
Cargo (hidden, stealth 4) ( 50 q 145% = 330 )
Leisure (jet racing and flungeball): Quirky ( 100 q 75% = 75) (75 paid by AlexChurchill)
Computing: Redundant, Isolated ( 100 q 100% = 100) (100 paid by AlexChurchill)
4x empty

Toal cost: 5650 plus 5000 per player segment

All ready for the players to customise to their hearts desire.




Comments / Log



(Re: 'bolt module on the outside more cheaply' denying the 'disguised' quality.)
Just to let you know, this contradicts the description of hidden below --K
So it does - did expanding upon it fix that? --Vitenka
Pretty much, but I would suggest changing the first burrow into build: "OR build into the superstructure (nestling it between existing sections, burrowing into whatever space junk you're building into)" --K
Makes sense.  Changed.  --Vitenka

Made 'ECM' worth buying (I hope).  Added 'Infirmary', 'Brig', applied a bit of alphabetical sorting to the 'one only' sections.  (Would cost sorting be better?)

TODO






RPG SeeAlso: StarThugs

www.vitenka.com | ToothyWiki | Vitenka | RecentChanges | Login | Webcomic
This page is read-only | View other revisions | Recently used referrers
Last edited July 3, 2006 4:32 pm (viewing revision 11, which is the newest) (diff)
Search: