At 05:14 AM 3/9/01 +0800, Justin Ho wrote:I have access to the Databook and Alba model ship guide (though I can't read the non-kanji) and the LOGH VI computer game as well as the entire series. The problem is there are certain inconsistencies that I am still trying to reconcile between these various sources (# of fighters carried, cannon number, cannon power, etc.). <<<<<<<< Would you be interested in assembling some of this data in its basic form; ship mass, dimensions, thrust, etc.? That would render it adaptable to other systems, like the Star Blazers Fleet Battle system, or Leviathan. >>>>That said, the shields seem to work more along the lines of Full Thrust and Leviathan than BFG (ie modifying number of shots getting through rather than soaking hits). I like Leviathan but I'm not sure how well its bookkeeping would work out with very large number of ships so I haven't worked on a Leviathan conversion yet. However the whole squadron, flight, and wing organization with its various benefits and tradeoffs is perhaps better than Full Thrust for representing the huge masses of LOGH fighters. <<<<<<<< FT is a fine generic system, but I might hesitate to nominate it as the first, best choice for what is something of a genre thing. >>>>So far I have done a very preliminary Full Thrust version of the FP destroyer and Imperial destroyer using Fleet Book design rules while I try to figure out a good way to represent the larger ships. <<<<<<<< I'd be grateful if you sent me an example directly: kmfrye@carroll.com >>>>Problem is that the large ships (esp. the FP flagships) would have enormous firepower and all the carriers of both sides would pump out huge numbers of fighters so I'm not sure how it would scale or balance. That said I'm thinking of incorporating ADFC as standard on all ships and allow for all larger weapon systems to target fighters (1 roll, hit on 6, if hit do damage equal to rating of system). One additional problem is the lethality of the weapons. All ships in LOGH seem to carry a very large and varied weapons complement but have the hull strength of eggs. &nbs! p; Also how to distinguish the major characters if one intends to have them in a battle, without being too overpowering? I can only think of a few ways, like modifying screen effectiveness, attack dice number, or possibility for extra thrust points. <<<<<<<< Small steps are what's in order. Basic mechanics first, heroic characters after. Once you have the rules in place, you can come up with all sorts of ways the heroes can break'em. Since I'm uncertain how interested the rest of the list would be in this, if you'd prefer to take this to direct e-mail, that's fine with me. I'm just pleased to have found someone who has a similar interest, and has done some work in this area already. Looking forward to running LoGH at a convention someday. Keith