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Old 08-13-2013, 03:19 PM   #31
Fred Brackin
 
Join Date: Aug 2007
Default Re: [Spaceships] Combat Examples?

Quote:
Originally Posted by JP42 View Post
as well as AI targeting systems and making it official to include wee little 100KJ lasers on enormous ships for dedicated PD.
AI targeting is already assumed for any weapon bot manned directly by PC.

You already have stats for 3KJ lasers that do 1D-4 dDamage. You don't want to go smaller than that.

It's already legal to put sub-SM systems in place (though I can't find the cute right now). You simply get 3x as many for -1SM. You'd get x10 for -2SM x30 for -3 SM and so on. Much of the same effect can be achieved through the rapid fire and VRF options anyway.

Missiles are also not very relevant in engagements between ships with long range weapons. It's easily possible to kill a ship long before any missiles it launched can get to you. It's really only during fast passes and attacks on sitting ducks like Battlestations that the sort of ultra-speed attacks where one missile equals one kill show up.

Your time would be much better spent customizing your FTL and real space propulsion to ensure that engagements take place at the ranges and with the weapons you want.

It's really only with specific types of FTL (like being able to drop out of hyperspace at a few hundred miles range) or with some very carefully chosen warp and/or reactionless drives that maneuver combat with diverse weapon mixes ever happens. If you have FLOSSGROuPONE heading towards GLUEHOMEFLEET from Mars in open space at constant acceleration you can forget it.
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