Saturday, January 25, 2020

Strictly (Duke) Springer - Day 025


Ratchet, the
Engineer
We move back to the spaceport and roll for detection. Being in a spaceship, we are detected. The result is holdup men, but because I have more than 2 companions, there is no encounter.

It takes an hour per contact attempt here, so nine rolls. I pretty much want one of everything offered here, so rolling should be easy. Unless I get a 3, which means no more rolls.

I buy a hopper (ship’s boat) for 900. I buy 20 RU at a cost of 1 each. I hire a second medic at a cost of 10. I buy 5 PS bots at a cost of 120 each for a total of 600. I buy some hopper guns, Tech Level 3, for 80 secs.

I still don’t have my hypercharges and I am out of daylight for today. Time to move on soon.

Our assets are:

1 Antelope starship, which I owe 118,300 secs. in principle.
1 Hopper, with TL-3 guns,
1 Stasis pod 2 CU,
15 Fuel Units,
23 Repair units,
20 Life Support Units
1 U-bot,
7 PS-bots,
7 U-suit,
10 Heavy Hand Weapons,
100 Side Arms,
and the ship is fueled with 2 hypercharges.

I have 1,185 secs.

Friday, January 24, 2020

Strictly (Duke) Springer - Day 024

I posted this as a "the Demon Core", but it could just as easily
be a hypercharge.
We are on our way back to Regari. I am down to 2 charges at the end of today. I need to purchase 4 more hypercharges once I get there… If I get there. Palatek is really a bad place.

I’m approached by two ships, which heavily out gun me. I have the option to jump away, so I do that. I enter the Regari system and I am not detected. I descend to the planet. I spent two hours jumping and then 4 more landing. I have 4 hours of daylight left.

Let’s talk about economic cost of space travel. Hypercharges cannot be stored, the can only be installed in empty slots. I have four empty slots. Hypercharges have a standard cost of 500 secs. As a standard cost, they are not modified by wealth codes. This is so you can’t get stuck in a bad system for a want of 500 secs. times a ridiculous number. Another cost of installing hypercharges is, it takes the rest of the day, which WILL screw you an the most inopportune time.

In my last run, I made 4600 secs. I used up 7 skimmers, 20 RU and two hypercharges. The skimmers were free. The RU were not, but didn’t cost that much. The hypercharges cost 2000 secs. for four replacements, which I currently don’t have yet. I really spent several weeks digging in the dirt for less than 3000 secs. It would take forty, forty! runs like this to pay off the ship. That’s not a fun game.

I need those hypercharges and something else to sell. The ruins are right out. I’ve had weeks of that. The Industrial, Mining, Colony and Rural are secondary objectives as they have a lot of good opportunities. I need weapons and I need crew, so we are off to the Slums.

We are detected. We have a contact that wants to buy all kinds of illegal stuff I don’t have. It takes no time.

My very next roll yields something great, heavy hand weapons for 23 secs. each for Tech Level 5 weapon. They also take up 1 CU. My ship can hold me, plus 15 other people in cramped conditions. I want those heavy hand weapons, and a lot of them. I buy ten, one for every crewman, plus 4 extras.

My next roll, I get regular side arms. They cost 4 each, are tech level 4 and take up no space. I purchase 100 of them. Again, one for every crew member. I can’t get hypercharges here, so tomorrow, we will move on to the spaceport.

Our assets are:

1 Antelope starship, which I owe 118,300 secs. in principle.
1 Stasis pod 2 CU,
15 Fuel Units,
3 Repair units,
20 Life Support Units,
1 U-bot,
2 PS-bots,
7 U-suit,
10 Heavy Hand Weapons,\
100 Side Arms,
and the ship is fueled with 2 hypercharges.

I have 2,795 secs. 

Thursday, January 23, 2020

Strictly (Duke) Springer - Day 023


We are still in the city. We have 7 skimmers to sell and I can roll once an hour.

I get another 10 right off the bat. But then roll a 1 which means these skimmers are worth 30 each. No deal. Roll again.

I get a 5 then a 10. I finally get that luck six, which means the Skimmers are worth 20 times more than their base price. That’s a total of 4200 secs.

Before I leave, I pay the crew early and pay that ship payment. I throw an extra 1000 at the principle. That works out to 70 secs. salary for the crew, 1,300 for the interest and to pay down the principle owed on the ship. Remember, there is no adjustment in the interest payment. I read that rule wrong the first time I played and won rather easily by counting the 300 secs. of interest against the principle.

I boost for orbit and then 4 steps out where I will pause for the rest of the day. Technically, I don’t have to pause, but it makes record keeping easier when you are blogging the results. I could back at Regari today, but I want a fresh start in the morning.

Our assets are:

1 Antelope starship, which I owe 118,300 secs. in principle.
1 Stasis pod 2 CU,
15 Fuel Units,
3 Repair units,
20 Life Support Units,
1 U-bot,
2 PS-bots,
7 U-suit,
and the ship is fueled with 4 hypercharges, having used 2 to get here.

I have 3,425 secs. in my pocket. And I feel great!

Wednesday, January 22, 2020

Strictly (Duke) Springer - Day 022


This is Deadeye, with a Heavy Side Arm
and an armored U-suit. 
Strategy time. We are in the big city. I have a lot of things to sell, but no ready cash to purchase items. While base prices remain the same, the Wealth code of this planet is 100. Everything is more expensive. I can sell a skimmer at a base price of 30, but due to that wealth code, the price will be double to 20 times it’s normal price, or 600 secs. Each.

The crew is fully healed. We have 7 skimmers to sell and I can roll once an hour.

Guess what? I get a 10 on the first roll which is exactly what I want, sell a skimmer. However, my next roll is 2 on the Base Price Multiplier Table. I can sell each for 90 secs. I’m not doing it, so lets roll again.

I get a 5, a 7 and 11. 7 is Fuel Units, which I could sell but I hardly have any. Five is repair units. I get a six, so they are selling for 20 each. I’ll sell 20 for a total of 400 secs.

The next series is 12, 5 and 7. I’ll check the prices on the Fuel Units (7) and on Repair Units (5). I roll a five for FU and 4 for Repair. Too expensive.

Three more rolls. 5, 5, and 9. I check the prices on each. 3, 5 and 2. Three is x5, five is X10 but 2 is simply twice as much. I will buy those Life Support Units. I’ll buy 20, which keeps my record keeping easy. The total price was 20x2 base price times 2 again. 80 secs.

Our assets are:

1 Antelope starship, which I owe 119,300 secs. in principle.
1 Stasis pod 2 CU,
15 Fuel Units,
3 Repair units,
30 Life Support Units,
1 U-bot,
2 PS-bots,
7 Skimmers,
7 U-suit,
and the ship is fueled with 4 hypercharges, having used 2 to get here. 

I have 595 secs. in my pocket. And I feel good.

Tuesday, January 21, 2020

Sketching With a Heavy Hand Tonight

I'm doing a series of sketches based on my game play of Star Smuggler. Click the link to read the review and download a copy. 

I am sick of the vector art right now. My hand has gotten heavy from a lack of practice plus I am using a mechanical pencil which requires a very light touch. This is probably not helped by the fact that I have been using a Wacom Bamboo for a few days in a row.

Many of these characters are based on what I have seen the TV show Rebels on Disney+, plus a bit of Robotech and reality thrown in. This woman is what I think Emily, the Pilot/Navigator of the Antelope looks like.

Her uniform is sort of based off of a British Submariner's fire fighting kit, mixed with a police officer's bullet proof vest. 

As a pilot/navigator, she doesn't often carry a weapon, therefore doesn't have any holsters. By the Star Smuggler rules, there is barely enough room for her and one other person in the cockpit, therefore she very little in the way of gear that might hang up on something. This is inline with real world tankers.

This guy on the right is also a pilot. He is wearing the minimum amount of kit for flying in space. He is wearing a dress uniform which does have the capacity to accept a helmet on the neck ring, but while one duty, he would be completely suited up in a space suit. He holds his glasses in his left hand. His helmet does have a prescription visor and a HUD, but in his dress uniform, the helmet is mostly for show.

He has a logo on his chest for his unit. The armor like piece on his chest is merely a high-tech unit sash for easy identification, plus it pulls his neckring down tight. Notice that he is fully gloved like Emily above. Unlike Maverick and Han Solo, pilots don't like freeze or fry their hands off while flying.

I will likely add some sort of ceremonial pauldron to one or both shoulders. This guy's outfit is for show, so he'll need to be reworked in mission ready suit.

Deadeye on the right is dressed for combat. He carries a heavy side arm, with some sort of explosive rounds. Unlike the two characters above, he is mission ready.

The cap that he wears over his helmet is cloth, meant to deaden the sound of his gun should his high-tech "ears" fail him. He has heavy body armor plainly visible, but also wears a bulky fabric vest for storage on top of it.

The backpack contains a very limited amount of air and re-breathing apparatus, an evaporative cooling unit and a small short range radio like the Apollo astronauts.

Unlike an astronaut, he has only limited capabilities in a vacuum. This armor is mean for planets with low atmospheric pressure or extremely polluted air. The fabric portions of his suit would probably be a hindrance in a vacuum. Exiting an airlock would probably cause frost to form and perhaps particles of ice to drift around him in a cloud. His undergarment is skin tight to prevent it from balloon in low pressure.

The next person only has a nickname: "Delta Vee". This is my motorcycle's name. Yes, I named it. Like the motorcycle, her clothes are going to be black, teal and purple.

She has three different logos on her uniform. The larger of the two is based on Kingdom Hearts. When I redraw her, this heart area will be more padded or quilted keeping with the idea of softgoods. I think the center will be black, the striping purple and the rest of the outfit, teal.

Zoom in a bit closer, you can make out the second heart on her shoulder. Emily has a braid of some sort on her shoulder, while this woman has embroidery. Between her neck and chest is her knickname: Î´V or Delta V. This should be an upper case Delta, Î”, to match the Rocket Equation, but I like to soft lines of the lower case δ. I might use a more scripty V to match the δ.

She is probably a mercenary or pirate, with a military background. She carries a light side arm, with a sideways magazine owing to the fact that she is pilot. Should she be trapped behind or worse, in a downed fighter, her pistol needs to clear obstructions like Sten type gun. She is probably not the best shot with a pistol, so she carries a lot of ammo with an extended mag. She might not carry many magazines, but what she has is enough for a slow shooting pistol.

In this iteration, she has a cape. I am not sure if that will stay with her in subsequent drawings. Perhaps she wears in when traveling, but not in the cockpit.