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Old 09-17-2012, 11:44 AM   #11
Tzeentch
 
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Default Re: Spaceships sensors

A SM+2 system should probably count as a High Energy System even if it isn't already. Beyond that it seems simple enough to allow the system to spread between two hull sections. I allowed something similar to make Core/Shell mecha possible in the Pyramid article.
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Old 09-17-2012, 11:54 AM   #12
Ulzgoroth
 
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Default Re: Spaceships sensors

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Originally Posted by Tzeentch View Post
A SM+2 system should probably count as a High Energy System even if it isn't already. Beyond that it seems simple enough to allow the system to spread between two hull sections. I allowed something similar to make Core/Shell mecha possible in the Pyramid article.
There should be just as much 'free energy' to be had for the SM+2 sensors as for a regular size. Why should it require more mass to power when it's mounted on a smaller hull?
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Old 09-17-2012, 02:21 PM   #13
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Default Re: Spaceships sensors

Quote:
Originally Posted by Tzeentch View Post
A SM+2 system should probably count as a High Energy System even if it isn't already. Beyond that it seems simple enough to allow the system to spread between two hull sections. I allowed something similar to make Core/Shell mecha possible in the Pyramid article.
I've done the same for designing unmanned weapons satellites, with half the slots in a single beam weapon and the rest devoted to power, sensors and controls.
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Old 09-17-2012, 02:41 PM   #14
Fred Brackin
 
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Default Re: Spaceships sensors

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You misunderstood. He was referring to SM+(x+2) systems. As in, systems that are normally reserved for ships 2 SMs larger. For example, an SM+4 ship with an SM+6 sensor array. That SM+6 sensor array would mass 1/2 of the entire SM+4 ship, meaning it'd take up 10 slots.
In detailed systems like Ve2 and the old Gurps Traveller it's already assumed that your sensors have elements dispersed all over the ship and bigger hard science systems require masts to extend the effective SM of your ship and provide greater resolution.

You might be able to have a "ship" under those rules systems that's all lens/ mirror or dish but that would only affect signal gathering power. There were physical limits about sensor resolution based on SM haerdwired into the game system in Gurps Traveller.

You shouldn't be too literal about system placement in Spaceships. The locaton on the damage chart is an abstraction for the purposes of simplified combat and might (at most) represent where the master control for that system is.
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Old 09-17-2012, 03:45 PM   #15
Langy
 
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Default Re: Spaceships sensors

I have no idea why you are bringing that up, and Fred.
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