03-18-2012, 03:50 AM | #21 |
Join Date: Sep 2004
Location: Here .
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Re: [SS] Reigning in Projectile Damage
Not that it would fix much and I'm a bit groggy with lack of sleep so it might have already been mentioned , but in impacts beyond 2 kilometers per second even depleted uranium long rod penetrators fails to maintain their structure and effectivly disintegrate on contact with the target . Rather than punching a hole in the Armour , they blast a shallow crater .
This means that beyond 1.25 miles per second any armour divisor will cease to work . For G.U.R.P.S. Space Ships , it would be safe {reality wise} to have no armour divisor for most missiles {including APEX warheads} beyond 1 mile per second and pure A.P. type projectiles beyond 2 miles per second . If it really still bugs you , it doesn't take much higher velocities to turn any projectile into a plasma . You could scrap existing plasma weapons and call the S.S. guns plasma cannon and missiles fusion missiles {just add a bonus for point defense so missiles don't allways get through} .
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03-18-2012, 04:16 AM | #22 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [SS] Reigning in Projectile Damage
For space operah balance, I think the simplest solution is:
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03-18-2012, 04:38 AM | #23 | ||
Join Date: Nov 2009
Location: Oregon
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Re: [SS] Reigning in Projectile Damage
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Right now I'm looking at the implications of some of the options presented in Pyramid 3/34 and elsewhere. I'm not sure I like changing the whole HP and Beam weapon progressions (using the Square Root options) since I had no complaint with them... but it does produce some interesting results. It makes small missiles not as overpowering, but large missiles become utterly useless. Another side effect is that DR rapidly becomes ineffective unless heavily layered. Quote:
Last edited by vierasmarius; 03-18-2012 at 04:44 AM. |
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03-18-2012, 06:57 AM | #24 |
Join Date: Nov 2009
Location: Oregon
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Re: [SS] Reigning in Projectile Damage
Okay, one more question. I've recalculated the Nuke damage using the cube root method from Pyramid 3/34. However, the explosion rules in Basic assume damage based on the square root of mass. As a result, the blast radius of large explosions is greatly diminished if using this alternate progression, giving results that are unrealistically small. Should I be using some different scale to determine damage at a given distance? If so, what would be the damage divisor for a nuke detonating as a Proximity Burst (approx 50 yards from target)?
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03-18-2012, 07:40 AM | #25 | |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: [SS] Reigning in Projectile Damage
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It's 45% armour by mass, 75% by cost. I've probably missed it but I didn't see anything similar in the published material. *I extrapolated the range stats; did something similar for missiles and it turns out it matches sensor ranges for their SM quite neatly. It means "big gun" range can exceed a missile's lock-on range so smaller vessels can be dead before they get to launch.
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03-18-2012, 07:50 AM | #26 | |
Join Date: Nov 2009
Location: Oregon
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Re: [SS] Reigning in Projectile Damage
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03-18-2012, 08:27 AM | #27 | |
Join Date: Aug 2007
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Re: [SS] Reigning in Projectile Damage
Quote:
This makes the explosions look more like X-ray lasers or particle beams than any other standard weapon in Gurps. With greater range base damage goes down, not the divisor.
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Fred Brackin |
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03-18-2012, 08:56 AM | #28 | |
Join Date: Nov 2009
Location: Oregon
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Re: [SS] Reigning in Projectile Damage
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03-18-2012, 09:17 AM | #29 | |
Join Date: Aug 2007
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Re: [SS] Reigning in Projectile Damage
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In reality a nuclear explosion in vacuum is a very simple surface of an expanding (and hollow) sphere. The energy of a nuclear explosion at 50 yards is a sphere 2500x the aurface area of a sphere at 1 yard.
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Fred Brackin |
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03-18-2012, 09:33 AM | #30 | |
Join Date: Nov 2009
Location: Oregon
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Re: [SS] Reigning in Projectile Damage
Quote:
This progression (damage ÷ range^[2/3]) would only hold true for simple explosions like the thermal burst in a vacuum. I suspect it becomes far more complicated with shockwaves in a thick medium. I'm definitely not gonna tackle it right now... I've got the answer that I was really looking for, anyways. Thanks everyone for your assistance and criticism! It really helped me put my thoughts in order, and led me to explore several new possibilities. Last edited by vierasmarius; 03-18-2012 at 09:47 AM. |
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Tags |
damage, missiles, space opera, spaceships |
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