08-06-2017, 05:18 PM | #31 |
Join Date: Oct 2004
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Re: GURPS Vehicles: Steampunk Conveyances
Also, a fine little box on bombing. This is a nice work, well done.
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08-07-2017, 01:29 PM | #32 | |
Join Date: Jul 2008
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Re: GURPS Vehicles: Steampunk Conveyances
Quote:
There was one point in the rules I'm not finding entirely clear. The operator can attempt a penalized dodge if the torpedo is not pinpointed. Do they get that, or no defense at all, if the torpedo attack is not actually observed in the first place? (Under the right circumstances a ship could anticipate a torpedo attack without needing to see an attacker at all...)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-07-2017, 03:52 PM | #33 | |
Join Date: Aug 2004
Location: U.K.
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Re: GURPS Vehicles: Steampunk Conveyances
Quote:
(And to anticipate the Munchkin's Guide to Shiphandling - yes, you could sail a ship like it was dodging all the time. It just wouldn't go anywhere useful, and the master would have a good chance of being arrested for the marine version of Drunk in Charge.)
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08-07-2017, 03:59 PM | #34 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: GURPS Vehicles: Steampunk Conveyances
I don't have it yet, so maybe this is the off-base a bit, but is this maybe a situation where the random-walk rule for long range sniper attacks might be adaptable?
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08-07-2017, 03:59 PM | #35 | |
Join Date: Jul 2008
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Re: GURPS Vehicles: Steampunk Conveyances
Quote:
Aside from looking like an idiot, you'd be at best zig-zagging across much more ocean than you actually wanted to cross and most likely running your engines at flank speed - which means wasting an enormous amount of fuel and putting lots of unwanted wear on your machinery.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-07-2017, 04:10 PM | #36 | |
Join Date: Jul 2008
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Re: GURPS Vehicles: Steampunk Conveyances
Quote:
I think it's fair to say that the TS flight time penalty rules are dependent on assumptions about the mobility relative to size of targets, and is calibrated primarily for humans rather than ships. Tacking on a similar but milder penalty perhaps? (On the other hand, I'd seriously consider taking the torpedo evasion rules and adapting them to other situations of projectiles that the target can see coming at them. That seems a very useful possibility!) If you do add penalties of that sort to torpedo attacks you might also need some way of modeling firing spreads of torpedoes to increase chances of a hit and/or hinder evasion attempts.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-07-2017, 05:22 PM | #37 |
Join Date: Aug 2004
Location: MO, U.S.A.
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Re: GURPS Vehicles: Steampunk Conveyances
Is the following from pg. 18 of GURPS Vehicles: Steampunk Conveyances correct?
18” Mark VIII: This has an option of two settings; Move 20, Range 2,500, or Move 16, Range 4,000. Multi speed torpedoes tend lose range when they go faster.
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08-07-2017, 05:25 PM | #38 | ||
Join Date: Aug 2004
Location: MO, U.S.A.
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Re: GURPS Vehicles: Steampunk Conveyances
Quote:
Quote:
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08-07-2017, 05:49 PM | #39 |
Join Date: Jul 2008
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Re: GURPS Vehicles: Steampunk Conveyances
20 is more than 16, and 2500 is less than 4000, so....
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 08-07-2017 at 06:45 PM. Reason: Dropped a digit! |
08-07-2017, 06:39 PM | #40 |
Join Date: Aug 2004
Location: MO, U.S.A.
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Re: GURPS Vehicles: Steampunk Conveyances
Um... Right. Somehow I read that backwards.....
{Hangs head in shame.}
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