#1
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T2k13 Engineering Tasks
So I'm eventually starting up an online T2k13 game for a group of online friends. They enjoy adventure, but not solely combat. A core focus is going to be on rebuilding (which should lead to the conspiracy subplot).
What's driving me batty are engineering tasks. It's intimidating, and I don't mean the math! Figuring out what I have to figure out is a bit rough. Does anybody have quick cheat-sheets or processes for engineering tasks? How about best-practices? Pitfalls? Also, a lot of the verbiage on building materials is "as appropriate to the materials of which the structure is made." So how do I determine whether a structure or area should contain Light, Heavy or Industrial materials for salvage or require them for building? I don't need perfect detail, but a ballpark figure that "feels" right. eg if a city block contains X tons of material on average, I can SWAG the ratio of Industrial to Heavy to Light. Same problem with what structures require Heavy vs Industrial materials. I really prefer simple SWAGs that should feel right to most people. ... but I fix the internets in my day job, I've got no idea what should "feel right" for construction, haha! |
#2
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I would suggest you consult FM 5-10 and the TRADOC training requirements.
http://dspace.wrlc.org/doc/get/2041/...007display.pdf |
#3
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I apologize. I am somewhat less than proud of how that particular subsystem turned out. If I have time to re-read it over the weekend, I'll see if I can provide some assistance.
- C.
__________________
Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#4
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To be fair, Clayton... it beats the "uhhhhh I dunno just make a bunch of rolls or something" in most games. :P
Space limitations hit that section is all. Kinda like the military careers list being slightly truncated vis a vis previous versions: "Those who want more, at this point, will probably find or make more." I'm just bein' lazy. :P |
#5
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As an update, I'm doing some organizational and prep work on answering my own question (outside answers are VERY welcome!).
Here's my rough cheat sheet. Building materials are still the big question mark. CONSTRUCTION ============ Note: Temporary: Divide times by 5. BRIDGES Rolls Design: Construction (EDU+2) Period: Max Load + (Deck Area/2) Build: Construction (COG+4) Target Total: Deck Area/(Design MoS) Period: Max Load Supply: 1x Industrial/10Tons Max Load Footbridges: 1xHeavy/10Tons Max Load RESIDENTIAL BUILDINGS Rolls Design: Construction (EDU+1) Time: Living Space x10 Build: Construction (COG+3), Extended Target Total: ((Living Space)x5)/(MoS) Period: 60 man-days (20 if only Adequate Shelter, aka no climate control) Supply: 1xLiving Space (half must be Industrial or Heavy depending on armor somehow) NON-RESIDENTIAL BUILDINGS Rolls Design: Construction (EDU+1) Time: 1/2 of Floorspace in Square Meters Build: Construction (COG+3), Extended Target Total: (Floor Space)/(5xMoS) Period: 60 man-days (20 if only Adequate Shelter, aka no climate control) Supply: 1xLiving Space (half must be Industrial or Heavy depending on armor) |
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