Okay, here's my problem. When simulating power sources for spacecraft, you have two options: buy ship systems with 0 END; or buy them with an END cost, and buy an Endurance Reserve for the ship. That in and of itself is fine, but Star HERO goes on to mention that when calculating the END consumption of systems that are always in operation -- life support, gravity, etcetera -- you treat those essential systems as Constant Area of Effect Attacks, and pay END for them on each of the ship's Phases.
That makes no sense to me, and here's why: Why should a ship with SPD 4 pay more END per Turn for its Life Support and artificial gravity than a ship with SPD 2? After all, it shouldn't cost twice as much END to distribute the same amount of air, generate the same amount of artificial gravity, etcetera -- for example, in two freighters with the same crew complement and of comparable mass, the ship with SPD 4 will pay twice as much for its constant systems as a ship with SPD 2, even though the same amount of air/ gravity must be generated.
I've thought of a few solutions. One is to make "constant" systems cost 0 END, and to have only "dynamic" systems cost END to use: weapons, shields, engines, etcetera. BUT, the problem with that lies in the shields: why should it cost two ships with different SPDs, but the same mass, different amounts of END to sustain the same strength of shielding for the same amount of time? Another solution is just to use the assumption the game makes for characters when out of combat: everyone acts on SPD 2. That way, no matter what its speed, ships pay for constant systems twice per Turn. Of course, weapons and other such systems cost END as they are used.
What do you think?



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