08-07-2012, 02:46 PM | #11 | |
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Re: [spaceships] Proximity Warhead damage
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08-07-2012, 02:46 PM | #12 | |
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Re: [spaceships] Proximity Warhead damage
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It was also written early in the Univac Age and doesn't make much sense with more modern technology.
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08-07-2012, 02:51 PM | #13 | |
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Re: [spaceships] Proximity Warhead damage
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The first might be realistic to whatever extent having adventutes in space has anything to do with realism. The second is not realistic at all.
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08-07-2012, 02:53 PM | #14 | |
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Re: [spaceships] Proximity Warhead damage
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The timing in Spaceships is such that aside from the nominal skill roll by the gunner, missiles are fire and forget. There's no 'Stay On Target While The Missile Locks On' - neither the need to stay focused on that*, nor a significant tradeoff in terms of delay. Compare to regular GURPS combat, where to fire a Homing missile, you must first lock it on, unlike regular guns (which you can opt to shoot immediately). Another neat retro thing would be more use of Guided missiles. * == Despite the fact that in general, single-pilot ships have difficulties from multitasking even in cinematic cockpits. |
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08-07-2012, 02:57 PM | #15 | |
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Re: [spaceships] Proximity Warhead damage
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08-07-2012, 03:20 PM | #16 | ||
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Re: [spaceships] Proximity Warhead damage
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However... -Atmospheric flight makes a long-range, fast missile also a big expensive missile. Burn-and-drift spaceflight means range as such is no issue to space-borne missiles. -Aerodynamic maneuvering allows for surprising quick course changes. It's much harder to pull such things off in space. (Consider how hard it would be for a standard-rules missile to catch a Boost Drive spaceship.) Quote:
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08-07-2012, 03:25 PM | #17 | |
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Re: [spaceships] Proximity Warhead damage
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So the ship needs to relay sensor data to the missile after the missile lauinches. Yet the missile doen't need the ship's _guidance_ just its' sensor data. The actual intercept problem is trivially easy. G:Traveller deliberately ignores this so launching huge missile strikes is harder. A true Fire and Forget missile needs a range and sensor profile like an IR missile v. a jet fighter's exhaust. The Nuclear Pulse Drives from Transhuman Space might provide this but intercepting missiles is so easy that TS relies on huge and heavily armored "missiles" (actually AKVs).
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08-07-2012, 03:27 PM | #18 | |||
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Re: [spaceships] Proximity Warhead damage
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A variation with some level of verisimilitude (though still probably too cinematic) would be to say that locking on at greater distances takes extra time. |
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08-07-2012, 03:29 PM | #19 |
Join Date: Feb 2006
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Re: [spaceships] Proximity Warhead damage
Actually, I liked Elite because it wasn't jets-in-space. I hate modern games with all that whizzing around in furballs. You'd spot a hostile as a dot on the scanners and then zap him before he got close enough to be too fast to hit. They launch a missile, you zap it before it gets too close. But maybe that was just how I played it.
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08-07-2012, 03:46 PM | #20 | |
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Re: [spaceships] Proximity Warhead damage
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