10-01-2008, 02:26 PM | #22 | |
Join Date: Mar 2008
Location: Dallas, TX
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Re: [Spaceships] A reevaluation of missiles and point defense
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10-01-2008, 02:51 PM | #23 | |
Join Date: Mar 2005
Location: Stockholm, Sweden
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Re: [Spaceships] A reevaluation of missiles and point defense
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1) The table on p. 59 has ben erratad. Standard scale 3 minutes is now 1mps. Se here: http://www.sjgames.com/errata/gurps/4e/spaceships.html . 2) 3dx10 (assuming 10 mps) is 105 dDMG on average, easily attainable by a sm+12 ship (2 armours is 140 dDR). Both damage and armour is expressed in D-scale. |
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10-01-2008, 03:25 PM | #24 |
Join Date: Sep 2008
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Re: [Spaceships] A reevaluation of missiles and point defense
Oh, hey, there's an errata. Yeah, guns aren't nearly as powerful as I thought, then. Nevermind what I said earlier - fighter-scale guns are going to pretty much be useless against capital ships. They might be able to get away with aiming at weak spots in the armor, but they're suffering enough penalties for using guns as it is.
Yes, fighters will have to use missiles to take out anything much bigger than themselves, and it will require a large group of fighters all firing large collections of missiles to do so. Space combat is expensive.
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Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
10-01-2008, 03:38 PM | #25 |
Join Date: Jul 2008
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Re: [Spaceships] A reevaluation of missiles and point defense
Boobis, looking over your original math post, where is the split-fire penalty in that? Dividing your fire 5 ways is supposed to be a -8 to each.
Of course, it's not too clear how you work the split-fire penalty for point defense at all... |
10-02-2008, 02:06 AM | #26 | |
Join Date: Mar 2005
Location: Stockholm, Sweden
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Re: [Spaceships] A reevaluation of missiles and point defense
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10-02-2008, 04:33 AM | #27 | |
Join Date: Aug 2007
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Re: [Spaceships] A reevaluation of missiles and point defense
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Anyway, proximity detonation is suppose to overwhelm an opponents defenses. If an opponents PD could shoot down your missiles before they split it defeats the whole point of trying to overwhelm their defenses, thus the best time for the missiles to split is just before they enter PD range. Plus one of the key descriptors of proximity warheads is 'at a distance', exploding right on top of the ship is surely what normal warheads are suppose to do. |
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10-02-2008, 05:20 AM | #28 |
Join Date: Jun 2007
Location: Texas
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Re: [Spaceships] A reevaluation of missiles and point defense
I think people are confusing multiple independently targetable warheads with a "proximity detonation", which is designed to increase the possibility of a hit, albeit a lesser one, on small and agile targets.
In real-life, proximity detonation isn't used to target real warships, but is used against fighters and missiles i.e. the AA and AM roles. Such a warhead, in real life, is just as vulnerable as any other to point defense because it doesn't explode into fragments until very close i.e. within the lethal fragmentation radius of the warhead. There aren't, IMHO, rules for MITW in Spaceships (and GURPS is lacking on submunitions like cluster-weapons, mine dispensers and skeet EFP's generally) - although there should be. Likewise there's no provision for home-on-jam or skip-to-track missiles or onboard ECM/ECCM for missiles. Conceivably, the Spaceships rules could be scaled down to provide such. Regards, C Last edited by Cernig; 10-02-2008 at 05:28 AM. |
10-02-2008, 02:26 PM | #29 |
Join Date: Mar 2005
Location: Stockholm, Sweden
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Re: [Spaceships] A reevaluation of missiles and point defense
The more I think of proximity detonations the more I think something isn't right.
I would love to get my hands on ammo that would split up in 25 independent warheads/impactors (that's whats needed for +4) and still retain the original energy for each and every fragment. Only thing is loss of AP and that I believe is attributed to deformation. So Proximity Detonation is a darn good deal in any case. Now to be able to hit with more (up to x10) projectiles than were launched, this is just magic. Bullet damage in GURPS is if I get it right mostly a function of penetration, which is mostly a function of kinetic energy. To be able to hit with 10 times what were launched means a good deal of energy is added to the projectiles (from nowhere I figure). This strikes me as an error, probably from some earlier draft where Proximity Detonations might have done less damage like a shotgun does with shotshell instead of with slugs. In my games I'm going to skip the x10 rule outright, and I'm thinking of reporting it as errata. |
10-03-2008, 02:09 AM | #30 | |
Join Date: Aug 2007
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Re: [Spaceships] A reevaluation of missiles and point defense
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combat, missiles, point defense, spaceships |
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