08-18-2009, 11:44 AM | #11 | |
Join Date: Jan 2007
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Re: GT ISW Ship Design System [FAQ and Problems]
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1. detection 2. detection + recognition 3. detection + identification I'm guessing 1 & 2 above mean the ship may not know there's an EW decoy out there; #3 gives you a clear idea of what you're up against. Using AESA and PESA modes adds a bit of a bonus into the mix. Has that changed in ISW ? In other words rather than blindly saying since you screwed up targeting you fire at the decoy, you'd have to have the sensor operator first tell that there are 6 targets out there and 5 are drones and 1 is an opposing starship (or whatever numbers are present). Or is your way easier ? >
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"Now you see me, now you don't, woof" -- The Invisible Vargr . . There are 10 types of people in the world. Those who understand binary, and those who don't. |
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08-18-2009, 06:36 PM | #12 |
Join Date: Oct 2004
Location: Philippines, Makati
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Re: GT ISW Ship Design System [FAQ and Problems]
the detection plus method is the same in ISW, but its not implicitly mentioned to be a GM roll (since the player can deduce from their own roll what they could not or can be seeing).
My problem with Spoofing method is that the no. of drones are given away. My ideal is that the no. of drones should be unknown (with a critical success giving away the presence of EW). If they cant count the drone the options for the drone users to use other sneaky methods are not open. Methods like running silent, misdirection, and other shell game tactics. AESA and PESA are simplified as A Scan Rating in Hexes distance the difference with passive and active is that passive is less capable at a -6. Despite the software rules in ISW it would be nice if it could be expounded. If they can also update the ship board computer complexity to match UT and allow for software quality bonuses. Also the penalties for multi-tasking is a bit inconsistent. A small bridge is worse than a Large cockpit when it comes to multi-tasking. Shouldn't it just simply be progressively better with Quality bonus affecting the multi tasking penalty of certain tasks. Also there are provisions for redundant control stations and scanners but no rules governing such advantages. A war ship can easily spare space for an additional command bridge or a cautious merchant can also spare the space to upgrade to such. What are the bonus of having certain system precisely dedicated or with extra resources to do their job. UT has rules for disguised and deceptive compartments. It would be nice to consolidate some of the rules regarding that. Also, rules for pop-up turrets, i assume light turrets only and they take up space? If these other little rules would be fixed and a bunch of ships made and altered using them would be great for vehicles based campaigns. Last edited by nik1979; 08-18-2009 at 06:48 PM. |
08-18-2009, 07:48 PM | #13 | |
Join Date: Jan 2007
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Re: GT ISW Ship Design System [FAQ and Problems]
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Telling the players: "Okay make 6 rolls..." is giving too much away. Rolling copious amounts of dice behind the scenes (or via a computer program) is much nicer and keeps the mystery up about whether those are ships or just fuzzy contacts. I don't think it's possible to detect comm in space (meaning tight beam like laser comm and such) but it might be possible, esp once you know something's out there. The sensor rules in GT will probably explain that in some form. >
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"Now you see me, now you don't, woof" -- The Invisible Vargr . . There are 10 types of people in the world. Those who understand binary, and those who don't. |
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08-18-2009, 08:34 PM | #14 | |
Join Date: Nov 2004
Location: Flushing, Michigan
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Re: GT ISW Ship Design System [FAQ and Problems]
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I have Mass Combat and it looks interesting, but I haven't played around with it too much. Right now, I'm finishing up some JTAS articles and playing around with ideas for new ones. I've got a few "Ships of the Third Imperium" article ideas that I'll probably flesh out in the next few months. More in my master plan to publish a GURPS Traveller: Third Imperium for 4e GURPS book as a large series of JTAS articles. :) The 3e GT missiles were actually 250 mm. and 500 mm., but when I compared them to warheads in 4e Ultra-Tech, etc., 200 mm. made more sense. And it is easier to figure things out. I've tried very hard to stay close to canon, but I also think that modifying Traveller for 4e GURPS is a great opportunity to streamline things, reinvent things that were clunky or odd, etc. I'm not really that into CCGs, but I like your ideas. There might be licensing issues with Traveller, but maybe SJG will develop a Spaceships CCG. As far as ramming goes...I'm not sure the Third Imperium would do this, but I wouldn't be surprised if some space navies relied on robot fighters as "I don't care how much armor you have" missiles. :) No warhead, just a cockpit, a computer with NAI software, some sensors, and lots of maneuver drive. Crank that baby up to maximum speed and kamikaze in. A hundred of those things would cost a pretty penny, but they would probably overwhelm a dreadnought's defenses and a dreadnought costs a lot more, so the guys with the big robot missiles win. :) I think nukes (clean fusion weapons that can't be turned off by dampers) would serve as the "equalizer" in naval combat and makes the game more interesting. Dreadnoughts will usually beat little ships, even those armed with nukes, but at the little ships will have a chance. And that makes it interesting. Mark |
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08-21-2009, 10:06 AM | #15 |
Join Date: Oct 2004
Location: Philippines, Makati
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Re: GT ISW Ship Design System [FAQ and Problems]
Considering to Bridge UT, HT and ISW
Couldn't ship costs follow the UT/HT x2 cost options? The escalating cost of +2 HT for x4 is a too big. Considering warship or frontier merchants who are required to operating far from possible proper support services, costs of X4 for a +2 HT seems to me inconsistent. Considering the huge cost jump, couldn't there be better examples of why it is such a valuable advantage that it justifies x4 cost? Because if its not that justifiable and from how I've noticed how my group looks at it then that rule should be reconisidered. In my examination and tinkering, the Cheap Option in UT/HT is much better. Since Cheap can increase the mass, it will make a ship certainly slower. Example: Cheap Hero Class will have an Accel of 1.2 vs 1.5. Since Cheap also has the fragile option (-2 HT) the option for reliable trade off for price is still available. Separating the x2 cost categories to Rugged and Expensive is also viable. The Rugged modifier will slow a ship down (+20% mass; Ex. Rugged Hero Class Accel 1.4), probably not doubling the DR (or just giving a +10% DR instead), increasing the HT by 2. Mixing Rugged but Cheap (heavy and not the fragile) option creates a can have x1.8 Mass and makes for a slow but affordable Frontier Operating Ship (Hero Class at Accel 1.2). The expensive option, which really isn't that ideal for ships that are supposed to work in rugged conditions, would be great with a yacht (Accel 2.0 to 2.5), interplanetary shuttle (accel 1.3 to 1.5). On Accel, isnt a difference between two accel, ex. Accel 1 and 6, merit a bonus far greater than half the difference? In the duration of a combat round, i just find the bonus disproportionate to my experience in flight simulations and how TDMs are scaled. Are there inertia dampers in ships? Because, I'm wondering at the description of repulsors and how much they are related to inertia dampers. |
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isw ship design |
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