Author Topic: HARP SF EXTREME QUESTIONS ?  (Read 7375 times)

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Offline Thom @ ICE

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Re: HARP SF EXTREME QUESTIONS ?
« Reply #40 on: August 06, 2013, 07:01:21 AM »
I need to double check my book (which is at home and I'm on the road.... and my new laptop doesn't have the pdf... aagh!)

My gut reaction is a Scientific culture would want to encourage the best technology possible coming into it - no tariffs at all.  High tariffs would exist on standard products that automated production would have already been set up for.
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Offline GrumpyOldFart

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Re: HARP SF EXTREME QUESTIONS ?
« Reply #41 on: August 06, 2013, 07:55:26 AM »
...and they'd constantly be trying to reverse engineer anything they couldn't already produce.
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Offline naphta23

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Re: HARP SF EXTREME QUESTIONS ?
« Reply #42 on: August 08, 2013, 06:01:56 AM »
...and they'd constantly be trying to reverse engineer anything they couldn't already produce.

Why does that sound so strangely familiar...?  ???

 ;)
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Offline NicholasHMCaldwell

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Re: HARP SF EXTREME QUESTIONS ?
« Reply #43 on: August 15, 2013, 03:15:45 PM »
personally I found most militray vessels are faster, tougher, and able to at lease deal a little more damage then say the Civilian Light frighter?
or was those typos or a mistake on the scoutship

The scoutship has more Armor, more Weapons (and higher size) and Passive Defense as standard. The scoutship is capable of reaching 7% of lightspeed and 600g acceleration; the freighter is 3.5% lightspeed and 300g.
 
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also  these vehicles are suppose to be futuristic or at lease sci fi
can they have some more features please.

Feel free to embellish the spacecraft. These were constructed as baseline examples.

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thier is nothing i have found yet on speed of communication, or how the Fed handles vehicles faster then comm, or the effect of the free market on the trade and merchant class if ships are so expensive how do common people afford them?

None of the known races have FTL communications (see page 101 of the main book).

Companies and banks can afford ships, see other people's posts for how it happens in the modern world

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if only adventure can afford ships what dose it cost to import and expoert by weight? what is the market and share of a ship ?
what is the average pay to a crew memeber compaired ot a bridge crew memeber ,

Not worked out by me for Tintamar.

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what are the ship postitions
Pilot, Engineer , Com & sCANNERS, Astronav- Steward ? Fuel specialist? computer specialist?

You need a pilot, an engineer, a comms/ew person and gunners for space combat. Everything else can be done by wrapping these functions in various ship roles and ranks.

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to all ships come with AI ?

Nope.

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WHAT IS THE MILITARY RANKS? PER 5 dv?
Sargent
Ensign
sub-Lieutenant
Lieutenant
Lieutenant Commander
Commander
Captain
----?
what is thier pay while on active duty
is the star soldier different?

structure of AstroNavy and Starsoldiers and FedPol given in main book pp 23-24.

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HOW DO YOU GET A SHIP BUILT?

If you have the money, you can get it built.

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where are the ship yards

Most developed star systems have their own facilities. There are various places that excel in particular things - such as the Belter League for Starfighters.

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what about planets and new races , do i imprt from Spacemaster?
then why do I not just play space master?

There will be a species creation system in the SysOp's Guide and a star system creation system as well. New worlds and species will undoubtedly appear in future sourcebooks as well.

Best wishes,
Nicholas
Dr Nicholas HM Caldwell
Director, Iron Crown Enterprises Ltd
Publisher of Rolemaster, Spacemaster, Shadow World, Cyradon, HARP & HARP SF, and Cyberspace, with products available from www.drivethrurpg.com
Author: Mentalism Companion, GURPS Age of Napoleon, Construct Companion, College of Magics, HARP SF/HARP SF Xtreme

Offline area51games

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Re: HARP SF EXTREME QUESTIONS ?
« Reply #44 on: January 21, 2014, 12:47:48 PM »
hi all again look I have extreme scifi and I think i missed something where is the ship construction chapter?
can i converse space master book easy or has someone already done that?
has any one thought of updating cyberspace to harp sci fi ?
or how about a clean conversion to space master imperial or privateer setting to harp sci fi? the problem i have iwth privateer is it not finished as rules and spacemaster is kind of out dated compaired to the new rolemaster play test. i really like the talents.
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Offline pyrotech

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Re: HARP SF EXTREME QUESTIONS ?
« Reply #45 on: January 21, 2014, 03:25:18 PM »
I believe the ship building rules are intended to be included in the HARP Sci-Fi Gamemaster guide book (I can't remember it's semi-official title off the top of my head).  Unfortunately I seem to also remember this book is several positions down Nicholas' queue, and he has been somewhat buried in real life issues of late.

I'm sure Thom or Nicholas could answer this better.

I've built several ships using the examples in Sci-Fi Xtreme as models.  You have to make some guesses, but it isn't too bad.  Capital ships however are outside of the example set - so they are much harder to deal with.  But really if PCs are taking on capital ships you should probably just be using story rather than stats (aim for the small exhaust port, use the damage scaling rules, and roll real high - and for the love of all things good, use the frackin' multi-million credit targeting system).

I've tried converting other systems ships before - and that is often harder than just making a new one.
-Pyrotech

Offline Thom @ ICE

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Re: HARP SF EXTREME QUESTIONS ?
« Reply #46 on: January 21, 2014, 03:30:22 PM »
I can't speak for Nicholas, but what Pyrotech says seems accurate enough....
Of course, if he wanted to draft the shipbuilding rules on his own and submit it to GCP I'm sure Nicholas would be open to considering it as a possible product offering - especially if combined with some of the other material that I've seen from Pyrotech.
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Offline area51games

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Re: HARP SF EXTREME QUESTIONS ?
« Reply #47 on: February 10, 2014, 12:23:42 AM »
well wealth being wealth
My group need a ship as an adventure hook, I created retro com a company that builds sci fi ships according to old sci fi ships in old two vee movies and stories. they are custome made according to modern <2445 YEAR> Tech. some billionaire owners order the Millennial Falcon design to use as a flag ship and finished paying for it but it took so long to build that the company went belly up, the group got it as a song and a dance as it where only 160 m !
 but its really reconizable and a few other flaws.

its just a adventure hook ideal and I am passing it on, I gave it a freighter light stats and t wicked it a little.
i got the old ICE Time raider book on ebay and Incorporated it into my game, then I got to look at spacve master second edition bought the book printed them up and got privateer too . I like the system of Privateer but like the imperial setting in second edition. the thing is this why not redo the books of rolemaster and space master with double stats for HARP /RMSS? 

and I bought cyberpunk and Looking to convert it to HARP with some redo in some of the tech, but I like the computer stuff in cyberpunk space master better then the computer rules in HARP!
Mal: "Well, look at this! Appears we got here just in the nick of time. Whaddya suppose that makes us?"
Zoe: "Big damn heroes, sir."
Mal: "Ain't we just!"