Giter Club home page Giter Club logo

Comments (4)

PanzerUXI avatar PanzerUXI commented on August 18, 2024

Seems like bullet point 1 & 2 are the same holistic system. Building on that awesome macro someone built on Reddit a month ago. Excuse the stream on consciousness, it's late but I wanted to get my notes down:

  1. On the Ship screen, start with assigning PC Characters to each of the 5 departments, with ability to assign the same PC to two departments for <5 crews. This automates the whole +1 CP for department that didn't take an action/is an NPC.

  2. Include a quick menu system / main RT representing each department, that when selected sends themselves an updated RT specific to that character & department. Each Roll Template from the Ship Page to a player displays:

  • Shortened Captain Order list, with their step highlighted
  • Current ship CP
  • Their available actions , which is general plus their assigned department - and their second department if set as above.
  • Any current Crisis in effect.
  • Current Range (critical to pilots)
  • ex. Bridge pulls in Int/Dex + Pilot and ship speed for Escape Combat, Evasive Maneuvers, etc.
  • ex. Captain create Crisis, his actions give -2 CP to department, etc.
  • ex. Comms pulls Int/Program bonuses
  • ex. Engineer pulls Int/Fix and ship speed, etc etc
  • ex. Gunner pulls his AB, Dex/Int S & Shoot and attached hard-points.
  1. This system can be controlled by a single player who delivers these updated RT's to each crew as they go down the turn order (captain?) or automated as each action is taken and resolved?

  2. The Crisis roll is done by the GM in the rulebook, but seems fine the Captain can do it, or its off the sheet. The GM should also be able to select a specific crisis. The sheet should have a list to track acute and continuing crisis' and some shorthand of their effects on the ship - as well as supporting when they stack.

Other things to include in Ships:

  1. The sheet should allow you to set what NPC ship you are fighting (pulled from Characters, but NPC Ship). If the GM did make it, it will allow us to pull in and automate a lot of the compare rolls some departments get. If the target is unknown (see 8) the rolls can be static and compared manually by players as GM rolls the NPC ship(s).

  2. Sheet should also support range and have visual indicators of boarding range, how far until escape, etc. Bridge Department RT should have this too?

  3. Sheet should display the NPC ship stat card (if linked) or be able to request it, as the rules say Comms can always see basic info on hull and obvious hard-points. Dexter pointed out the word obvious is broad as hell, and GM's might want to keep things secret/undiscovered. Maybe makes more sense for the Comms Department to "ping" the NPC ship to prompt the GM to reveal what they know vs automate.

  4. It'd be really interesting to support Sensors & Detection. Half the fun of space combat in SWNr (IMO) is the hard sci-fi game of hide and seek starships/planets play with each-other. Be fun to show that moment you are seen in a cool RT export like we do Saves Successful/Failed.

  5. Dexter pointed out that weapons can be manned by anyone on the ship, but only 1 per person. Gunners get the override to fire all. So it might make sense to assign the "shooter" at the weapon hardpoint level, then pull in assigned shooters dex/int & shoot bonuses. That way, keeps the bonus rolls to the weapon flexible.

To your original post, having auto-fills will be great. Mods as we've discussed are a big issue. I'll update my thoughts on that in the Mod ticket.

from roll20-character-sheets.

PanzerUXI avatar PanzerUXI commented on August 18, 2024

Based on Dexter's awesome feedback, made edits on rule systems I flubbed.

from roll20-character-sheets.

joesinghaus avatar joesinghaus commented on August 18, 2024

This is just a hack, but an attribute with the value

@{CHARNAME|

can be used to indeed pull stats from a given character in macros.

These ideas are pretty cool. I imagine some kind of "enter ship combat mode" button which shows role selection, command points, and all the buttons we need. We can be inspired by the macro work someone did, but this is still going to require some serious UI work.

from roll20-character-sheets.

PanzerUXI avatar PanzerUXI commented on August 18, 2024

I'm up for it if you are!

from roll20-character-sheets.

Related Issues (20)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.