Theory Crafting

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Apr 13, 2024 5:41 pm
Here's my plan for a Free Merchant:
Power Mass Hard Running Value
Free Merchant 10 15 2 500,000
General Fitting
Atmospheric config 0 2 - 50,000
Cargo space 6 (120 tons) 0 7 - -
Cold Sleep Pods 1 1 - 50,000
Drive-2 upgrade 2 2 - 100,000
Fuel Bunkers 0 1 - 25,000
Fuel Scoops 2 2 - 50,000
Ships Locker 0 0 - 20,000
Weaponry
Sandthrower 3 1 1 50,000
Totals
2 0 1 845,000


The atmospheric config is absolutely required so you can land. This ship can't carry a shuttle, so it has to be able to land itself. Cold sleep pods are for disaster scenarios. (I.e. the ship itself becomes the lifeboat.) The Drive-2 is required for proper range, and the Fuel bunker gives additional range. The Fuel scoops are because we don't intend to ply the safe space lanes. The Ship's Locker is to make sure we have all the do-dads we need to have our adventures. I wanted Extended stores, but that takes up two precious mass, and I figure two months of supplies should be enough to get in and get out.

An armory would be a good buy, too, but doesn't need to be a day-one purchace. The ship's locker will give some basic stuff, and the characters will usually have their own equipment for anything fancy.

The one other thing that would be a tempting purchase over time is a gravcar or gravflyer. Having a secondary on-planet vehicle is always helpful. The gravflyer would be great, but it is probably too big to carry around. A gravcar can't get you into space, but it should be able to get around on most planets just fine.

Obviously, over time the weapon would be upgraded. The perfect final destination is the Plasma Beam, but, again, that probably makes things more dangerous, rather than less. As a back-off position, the best bet is probably the Fractal Impact Charge. The reason is because it does decent damage, you get 8 shots before having to sacrifice space for more rounds, and each round is only 500 credits (which is very reasonable). It isn't a perfect solution, but it is workable and it is quite reasonable. Doing that, however, pushes the price tag over 1M credits.
Apr 13, 2024 5:47 pm
If we could, day 1, a Cargo Efficiency Bay would be incredible.
It would be costly though.
Costing 50,000 and 2 component (or 250,000 and 4 comp if designed in)
But it would double cargo efficency.
Though if Mercer makes some incredible money he may buy in on a joint venture.
But I don't know if he'd abandon a crew he's in, if it felt like the crew would suffer his absence.
Last edited April 17, 2024 4:28 am
Apr 18, 2024 2:50 am
Considering where I want to take this character.
Lv 3: 3 pt: Dex 16 to 18, (1 left)
(Adds to Stab, and sneak and shoot, all fo which this character uses)
Lv 4:3 Pt: +2 Talk | 2 Pt: Sneak 1
Lv 5:3 pt +2 Stab (1 left)
Foci: Specialist (Talk)
Lv 6: 4 pt: +3 talk
Lv 7: 41 pt: +3 stab| 2 Pt: +1 Commect (1 left)
Foci: Armsman
Lv 8:3 Pt: +2 Sneak Or Notice(2 left)
Lv 9:5pt: +4 Stab (1 left)
Lv 10:3 Pt: +2 Sneak Or Notice | 2 Pt: +1 Trade
Foci: ? Specialist? Sneak or Notice? (Means I could bring Trade to 2?)
Last edited April 18, 2024 3:14 am
Apr 24, 2024 3:31 am
Last edited April 24, 2024 4:05 am
Apr 24, 2024 3:02 pm
I also have a 10 level plan for Hank, but it is constantly changing.

My original plan was for Trade-2 at Level 3, Program-2 at Level 4, Trade-3 at Level 6, and Trade-4 at Level 9. Fill in around that as necessary.

However, the need to add in the Connect, Lead, and (now) Heal skills messes all of that up. Now he likely won't get Program-2 until Level 5 (so he can get those critical missing skills) and he will likely never get Trade-4, sacrificing those 5 skill points for beefing up some of those other skills instead.

So, while having a plan is good, be prepared for it to melt before your eyes! 😀
Apr 24, 2024 3:28 pm
I wouldn't commit to needing heal.
And Mercer will be getting +1 Connect eventually.
Last edited April 24, 2024 3:29 pm
Apr 24, 2024 4:25 pm
My suggestions would be to leave Heal for Peter, Lead for Douklan (he already have that, actually) and Connect for Mercer and keep your original Trade-4 plan. ;)

Apr 24, 2024 9:39 pm
I'd be more willing to leave things unskilled if that skill-0 wasn't such a massive blocker for so many things. I can't use a bioscanner without skill-0. That hurts. Unlike others, I have no charisma bonus, so default Lead and Connect are knocked below baseline. I need to fix that to stay useful.

I want Lead because it is part of his job at this point. I want Connect because not having it hurts his ability to use Trade. I want Heal because what happens if Peter gets injured? Doing two of those will only push Program-2 back a level. Doing all three pushes back Trade-3 a level, too.

I'm taking Connect-0 no matter what. The trade rules demand that at the least. It is like getting another level in Trade. Still undecided after that. Might only take only one of the others so I don't push Trade-3 back.
Apr 24, 2024 10:53 pm
Mercer does have connect and administer 0.
Apr 24, 2024 11:07 pm
Okay =)
Apr 26, 2024 4:17 pm
htech says:

Nice post and pretty interesting content. For now, I will just leave them here but will surely do some detailed review and check with you in the future, if there is an opportunity to use them. =)
https://i.pinimg.com/736x/9a/ee/8e/9aee8e3d6a8c11aba75f9df0e8f11337.jpg
Last edited April 30, 2024 4:09 am

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