Designed a ship, size 24, engine 2, transport x4000 (size doesn't really matter :shock: but I went up to the highest setting to see what happens) with no weapons: ORAT = 0, DRAT = 57.6, CRAT = 0. (designing troop transport combinations to determine troop use/movement for the campaign)
Yes, it has no combat capability, but I was designing this while working on a campaign ruleset. If the CRAT is 0, and this is the base number to determine what the players can purchase, then the players could have an infinite number of such hulls and this will not do. Should a ship, any ship, have some minimum CRAT?
I put in the cheapest weapon possbile (1 arc, RNG 3, ACC 6+, IMP 1, DMG 1) and this gave a ORAT of 3.3, CRAT of 14.
An observation: Did you know that a teleporter has an ORAT of 20? This is more than having a real weapon (even modifying the previous one to RNG 12, ACC 3+ : ORAT 18.7).
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Unprotect the black areas on the Data Card sheet so people can alter the colors of those areas. Makes it useful for taking a quick look and seeing what fleet/universe it belongs to (says one having Star Trek/SFB, Babylon 5, and Star Wars miniatures). Would also allow people to change it from the more ink-using black color. (I've already downloaded the spreadsheet and unprotected it myself, but I see I already have to download a newer version ).
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If Shields/Screens are 0, why bother putting in 0s in the shield damage track? Same might go for engines (for bases).
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I purchased my copy of Excel.
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I've yet to buy the book as I'm waiting for my own game store to get a copy. But from what I've seen in the shipbuilder and reading the PDF, I really like the Admiralty edition so far. It has got me interested again in trying to set up a campaign game (visit Dragon's Lair Games in the Ft. Lauderdale, FL, area for future details).
Glen