02-22-2019, 10:33 AM | #31 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: FTL rate of movement for GURPS SPACESHIPS
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02-22-2019, 01:04 PM | #32 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: FTL rate of movement for GURPS SPACESHIPS
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Nor, by the way, are they much faster than the enemy's slightly larger gunships, which will be breaking down less often.
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02-22-2019, 03:21 PM | #33 |
Join Date: Feb 2016
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Re: FTL rate of movement for GURPS SPACESHIPS
They are, however, much cheaper, so breaking down more often does not matter (and automation refers to control as well as maintenance). For example, the majority of SM+4 fighter-bomber drones are going to be around $1M, meaning that you can get six of them for the cost of one SM+5 fighter-bomber drone with Total Automation. Since they are disposable, the breakdown chance does not terribly matter.
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02-22-2019, 03:23 PM | #34 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: FTL rate of movement for GURPS SPACESHIPS
Dumb question:
Why does High Automation require size 12+ vessels, but Total Automation has no size requirement? High Automation costs 20% less than Total automation, and can reduce up to 90% of the workstations required for the ship in question. Just seems odd. Either way, there doesn't seem to be any maintenance rules in effect when dealing with GURPS SPACESHIPS - unless it is present in the only rule set I didn't purchase (#7). In any event, heavily automating starships or total automation makes for a Beserker style campaign - and frankly, that seems like a shame in my eyes. Moving on to the other rules, it would seem that smaller craft do suffer a penalty where it comes to complexity of computer systems carried on board. This in turn, when coupled with the rules on page 14 of SPACESHIPS #4, make it such that depending on the Tech level, the IQ of the computer driven AI becomes considerably lower. I won't make a big deal about it, but I largely detest the rules for Robots and AI's in Ultratech for 4e as compared against Ultratech or Robots for 3e. In effect, AI's are now built with character points rather than anything else (or so it seems to me). Just for giggles? Would someone build (step by step) a functional Complexity 6 AI for use with a TL 10 Hull size 5 vessel? I'd like to get a feel for what such a vehicle's functional skills would be like when contrasted against a ship whose crew might be trained to skill level 12 as a general rule. |
02-22-2019, 03:33 PM | #35 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: FTL rate of movement for GURPS SPACESHIPS
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This would result in ships with High Automation needing to keep track of partial workspace requirements, which is messy and against the core KISS tenant of the Spaceships rules. It would also have some odd results in dealing with damaged/destroyed systems and where the workspaces actually are. I could certainly see a case being made for allowing SM 10-11 ships to have High Automation and simply apply the reduction to the total workspace requirement for the ship, with a minimum of one workspace.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 02-22-2019 at 05:33 PM. |
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02-22-2019, 06:10 PM | #36 | |
Join Date: May 2005
Location: Oz
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Re: FTL rate of movement for GURPS SPACESHIPS
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02-22-2019, 06:22 PM | #37 | ||||
Join Date: May 2005
Location: Oz
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Re: FTL rate of movement for GURPS SPACESHIPS
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02-22-2019, 10:28 PM | #38 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: FTL rate of movement for GURPS SPACESHIPS
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For SM+10 the number of workspaces are almost certainly going to be less than 10, and by necessity they are less than 20, so you could just assume that it reduces the workspaces to 1 for the entire ship; or optionally 2 if the ship requires 11+ workspaces normally. For SM+9 the only workspace requirement is the Engine Room, which has two workspaces, so reducing that to one is logical. For SM+8 and below reducing workspaces is meaningless since an Engine Room only requires one workspace.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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02-23-2019, 01:11 AM | #39 | |
Join Date: May 2005
Location: Oz
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Re: FTL rate of movement for GURPS SPACESHIPS
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Decay is inherent in all composite things. Nod head. Get treat. |
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