So in a Metric based and Delta-V Budget Cepheus Engine Ship Gen with a Spreadsheet You can imagine it as a Table with Rows of Components and Columns of Attributes: Category (engineering), Module (Propulsion, Fuel, Power), mTon (mass), dTons , cost, ops (man-hour/day), and maintenance (man-day/week).
Delta V Budget
- https://en.wikipedia.org/wiki/Delta-v_budget
- https://www.youtube.com/watch?v=uhDvp9FaFkI
- https://www.youtube.com/watch?v=rjXYBTOC5Ls
What will be different is that there will be Notes on the Spreadsheet guiding the creation - and KPI as you build it. KPI like DVB (delta-V budget), Operations Man-hour/day, and Maintenance Man-Hour/week, and Benchmarks - Commercial Freighter, Passenger Liners, Tramp-Freighter, and Destroyers.
Opportunity Costs as a KPI. When I made our ships in Bob's Traveller game I had to calculate the Opportunity cost of DTONs to make an Informed Decision. What is the Market Value per Ton of Cargo.
I notice as KPIs got complicated I just needed to know higher than or lower than X. My brain started bogging down.
Its weird when there is a LARGE amount of Working Memory required in some game-related tasks that can be reduced by organizing the data with KPI and baselines. So I want a Tramp Freighter BUT I want X trade-offs. No one wants a game system that reminds them they're BASIC, except me.
It's funny that people can't sell Spreadsheets and its to expensive to make a program. Although what is Sell-able is the Art, Fluff, Economic consideration, and tested Scenarios. Like many Open Source Models (like Blender and Linux) the Free tools (spreadsheets) compliment the Service/Product being sold. A spreadsheet I can use on a Tablet would be useful as I run a game on VTT.
I made about 3 Videos of how to use my GURPS traveller spreadsheets - one is a builder another is a Comparative analysis of Operating Costs of several ships.
Update
I'm taking a break, got burned out doing the fun stuff of writing and designing. Its like eating something you love, it can make you SICK so I have to pace myself, BUT I have to make sure I don't lose my place. I do this to rest and learn after work.
To do
- Prep the Basic Outline of the Computer Design System, Draft 1.
- Some Basic TL9 Computers. TL9 being 2050s to 2200s
- Share the Sample Spreadsheets (200510 Cepheus Engine Variant Rules).
- Some basic Software for TL9 and up.
- Some Basic Robots: Humanoid and Quadruped form Pre-Draft 1 Objectives.
- Update my 20130819 Sci-FI Notes
- Re-write the Scout Events (200607 Scout Creation). I realized I learned a lot by the time I got to Soldier Events that there was a BIG difference in the writing quality of the Events.
- Proceed with Next Careers. The goal is to have a Working Draft of each.
- Working Draft of Equipment, Robots, Ships, Hazards, and Combat. Combat is pretty far down in priority. Hazards and TURN-Based Hazard resolution would be interesting - making Game Challenges into Apolo 13 challenges I think would be great. Especially if it is framed as a Business, Disaster, Emergency etc...
Planning
Purpose and Function.
Key Concepts.
Trade-offs
Budgets
Delta-V Budget
Man-hour/day
Man-day/Week
Technical Debt.
Benchmarks
Commercial Freighter
Cost
Upkeep: Man Days and Materials
Cargo
Budget Breakdown
Passenger Liners
Cost
Upkeep: Man Days and Materials
Cargo
Budget Breakdown
Tramp Freighter
Pirate Ship.
Smallest Warship: Destroyer
Engineering
Engineering KPI
Delta V Budget
Maintenance. mh/d
Operation mh/d
Propulsions
5-10% mTons
Fuel
10-20% mTons
Jump-Drive
10-20% mTons
Controls
Bridge/Command
Sensors
Computers
Crew Requirements
Quarters
Life support
Amenities
Function Modules
Cargo
Workshop
Medbay
Docking-bay
Hangar-bay
Crafts
Drones
Defenses
Point-Defense-Lasers
Micro-meteors and debris.
Kinetic Rounds.
Combat Drones
Finalize
How to Iterate
No comments:
Post a Comment