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 
 
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