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Post by ffilz on Mar 28, 2017 15:23:03 GMT -6
I always thought the 1 MCr per module number rule for software applied to new ship purchases not to used Scout/Couriers. Still, here's my revised list of software: Maneuver .1 MCr Jump 1 .1 MCr Jump 2 .3 MCr Navigation .4 MCr Anti-HiJack .1 MCr ------------------ total 1 MCr Do I still get to keep the ships armaments? Christopher Kubasik made an interesting point that by using those software limits for mustering out benefits, and using the 1977 space lanes and jump cassette rules, it conveniently limited where a PC ship could go initially, and I like that implication. You might actually want Library instead of Jump-2 to have the sub-sector data. I've been starting scouts off unarmed... More stuff to try and look for immediately... We can also talk this over at the beginning of the session, see how the other players feel.
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Deleted
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Post by Deleted on Mar 28, 2017 17:23:36 GMT -6
OK, the Dingus is unarmed (for now). I still wish to retain the Jump-2 program because it's rather easy for another player with computer-1 skill to write the Library program for us. Saves money and based on the rules shouldn't take that much time. Slight chance of a flaw but ...
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Post by ffilz on Mar 28, 2017 17:59:33 GMT -6
OK, the Dingus is unarmed (for now). I still wish to retain the Jump-2 program because it's rather easy for another player with computer-1 skill to write the Library program for us. Saves money and based on the rules shouldn't take that much time. Slight chance of a flaw but ... Good point, with Helmut's Computer-2, you're looking at a 3+ to write with an 11+ to have a fatal flaw (which is a 1 in 12 chance of fatal flaw). But fatal flaw in library would just give me an opportunity to throw an interesting curve ball... See you tonight...
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