I’ve got the spreadsheets for making equipment for the Player’s Handbook functional, so I’m churning out stats for example equipment. I’m aiming for stats that are at least close to the original system but the way this system works, it’s highly variable. That’s cool if you’re a player making one piece of equipment, but when you need a dozen different pieces that match real life examples or in game equipment, it gets a little harder.
I’m slowly working out the bugs, like batteries add a CP for every kilogram, which increased their already high mass to impossibly high. I also have a problem where the laser calculations can be used to make a 10 point laser that weighs only a few grams and has a beam intensity of only 300 watts. The heavy batteries are easy to fix, I’m not sure how to fix the light lasers as the interaction that causes it is pretty strongly built into the power curve. I’m thinking of putting in a minimum power usage, but that seems odd. There are a few other things that I could alter, like the base range classes.
I should probably check the other equipment and see if a similar problem exists.
But other than that, progress at last!