09-10-2011, 04:29 PM | #21 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
|
Re: GURPS Ultra-Tech: Square Root of Destruction
Quote:
Let me note, however, that there's a lack of data here. With the damaging beam weapons, you have everything from several models of pistols to several models of cannons. With the affliction weapons, you typically have a pistol, a holdout, a rifle, and a tactical, and maybe one or two other things (like an underbarrel thing here, or a carbine there), so there's less variation for me to compare.
__________________
My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
|
09-10-2011, 05:20 PM | #22 |
Join Date: Feb 2006
Location: Not in your time zone:D
|
Re: GURPS Ultra-Tech: Square Root of Destruction
Did you notice the range?
I put the weights for Spaceship and UT weapons through a spreadsheet and the weight-damage ratio worked okay, ie it matched up with UT. Problem came when I tried to do range. The weapons from Spaceships have range in thousands of miles but the weapons in UT are in yards. The numerals matched up as well as the damage values, just, the range in UT would need to be in miles, eg an IR holdout laser with a range of 70/200 miles.
__________________
"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
09-10-2011, 06:55 PM | #23 | |
Join Date: Nov 2009
Location: Oregon
|
Re: GURPS Ultra-Tech: Square Root of Destruction
Quote:
|
|
09-10-2011, 07:18 PM | #24 |
Join Date: Aug 2008
|
Re: GURPS Ultra-Tech: Square Root of Destruction
That could just be a matter of switching units to something more appropriate rather than by a set multiplier. IT's probably easier to do that than to recalculate all of those tables.
__________________
Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
09-11-2011, 12:19 PM | #25 | |
Join Date: Aug 2004
|
Re: GURPS Ultra-Tech: Square Root of Destruction
Quote:
(Note that this is what you might call the "reference energy", which is not the same as the actual output for some weapons -- graviton beams [the only type this applies to in Spaceships 1], for instance, have a reference energy that is 1/10 the actual output energy.) |
|
09-11-2011, 12:32 PM | #26 |
Join Date: Aug 2008
|
Re: GURPS Ultra-Tech: Square Root of Destruction
So after a lot of number crunching, I've compiled two tables and a handful of formulas drawn from this thread and from the tables. Let me know what you think of these:
Acc = AccF x Configuration Factor Range = RF x Dmg^2 Weight = (Dmg/BF)^3 Shots = Power Cells in AA / AA/S ST = (5 x Weight)^(1/2) + K, K = 2 if the weapon is a Holdout Pistol, Pistol, or Heavy Pistol; otherwise, it equals 0. Bulk is based on the weapon’s configuration. Cost = Weight x CF Code:
Beam Type BF RF CF AA/S AccF TL 9 Laser 1.5 41 1000 4.3 6 TL 10 Laser 3 20 1000 0.55 6 Rainbow Laser 3 60 1000 0.55 6 X-Ray Laser 3 1900 2000 0.55 6 Gamma Ray Laser 3 5100 3000 0.55 6 Electrolaser 2.7 10 1000 0.5 4 MAD 1 41 1000 3 6 Disruptor 2.5 10 470 1 6 Nerve Gun 2.6 2.5 2000 0.55 6 Sonic Nauseator 2.6 1 500 0.55 3 Sonic Stunner 2.6 3 500 0.55 3 Sonic Screamer 2.4 2 1000 0.55 3 Blaster 3 25 2000 1 5 Pulsar 6 6 2700 0.1 5 Flamer 3 2 500 0.55 3 TL 10 Plasma 5 2 2000 0.15 4 TL 11 Plasma 7.5 3 2000 0.06 4 Force Beamer 4 10 500 0.2 6 Graviton 1.5 8 2000 5 6 Disintegrator 60 0.5 5000 7 6 Ghost Particle 6 5 1000 0.07 5 Displacer 0.5 100* 1500 220** 6 ** A displacer’s shots don’t make any sense; this figure is merely an average based on two samples. Beam Type: The type of beam technology employed. BF: The Beam Factor. RF: The Range Factor. CF: The Cost Factor. AA/S: The number of AA cells required per shot. AccF: The Acc of a pistol using this beam type. Code:
Configuration Factor Bulk Holdout 0.5 -1 Pistol 1 -2 Heavy Pistol 1 -2 Underbarrel 1 -- Survival/SMG 2 -3 Carbine 2 -3 Rifle 2 -4 Dinosaur/Heavy Rifle 2 -5 Cannon 3 -10 Semi-Portable 3 -8 I found my formula for minimum ST for guns and launchers: ST = (5 x Weight)^(1/2) + (Moment of Velocity)/(5 x Weight). That gives the ST for a rifle. You'll have to multiply by 1.5 to get the ST requirement for a pistol. [P.P.S] Here's a spreadsheet that uses these tables and formulas to create UT guns of your choosing, based on the damage, RoF, and Shots. It is rough, but it's something. <Download Link>
__________________
Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. Last edited by Humabout; 09-12-2011 at 05:09 PM. Reason: Added link for |
Tags |
guns, math, spaceship, ultra tech, ultra-tech, vehicles |
Thread Tools | |
Display Modes | |
|
|