10-29-2014, 08:40 AM | #31 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: GURPS Star Trek (DS9 era)
OP is definitely going more super low points Traveller than Star Trek space opera style.
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10-29-2014, 08:51 AM | #32 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: GURPS Star Trek (DS9 era)
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Last edited by Captain Joy; 10-29-2014 at 08:56 AM. Reason: Added links |
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10-29-2014, 09:23 AM | #33 | |
Join Date: Aug 2007
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Re: GURPS Star Trek (DS9 era)
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You certainly wouldn't want he same game stats for the little torpedoes on the Maquis ships and the big ones on the Galaxy classes.
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10-29-2014, 09:38 AM | #34 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: GURPS Star Trek (DS9 era)
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10-29-2014, 10:13 AM | #35 |
Join Date: Jul 2012
Location: A crappy state called Illinois
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Re: GURPS Star Trek (DS9 era)
Well to be fair a AIM-9 and a BGM-109 are both still "explode-y missiles no matter what you call them" to someone who doesn't know much about them but that doesn't change the fact that there is still considerable difference between them in actuality.
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10-29-2014, 10:17 AM | #36 |
Join Date: Jun 2006
Location: On the road again...
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Re: GURPS Star Trek (DS9 era)
There's also significant differences between the AIM-9 Sidewinders used in the Vietnam War and those used in the Iraq War; granted those differences aren't as pronounced as the differences between a Sidewinder dogfighting missile and a Durandal runway-buster.
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10-29-2014, 10:20 AM | #37 | ||
Join Date: Oct 2010
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Re: GURPS Star Trek (DS9 era)
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Of course the exception to this are the frequent aliens who are immune or resistant to the phaser. Doesn't apply to the "normal" races, but it does seem to be a common feature of anything that is meant to be a significant threat on its own. I guess this is for the important reason that if the characters can just shoot it with a phaser it just isn't a threat (see my Star Trek/zombie cross over attempt... at least it was only one session in a campaign and the players had fun disintegrating things with no worries about the moral implications). As has been said much of the inconsistency can be attributed to different settings. Stun settings seem to pretty much be Affliction effects, (maybe Heavy stun having some physical damage at short range). Kind of makes sense that you don't want to have your ship board weapons punching holes in the wall. I think this also applies to the "kill" settings, which would appear to inflict some sort of physical shock to body systems, rather than inflicting straight up damage. As Star Trek normally operates on a procedure of having their phasers set on stun as a default, it doesn't surprise me they have no effects on rocks and walls. It is more difficult to explain why they don't do more damage to the scenery when they show they are set on the heavy disrupt settings (the disintegration setting). However, those episodes where they go to in more detail it does suggest that shallow burns of some variety are left (there are at least 2 episodes where the burns and residue are important to them solving some mystery), just they don't bother showing it on those occasions where there are fire fights (too much time and money for very little actual return in terms of the story). My personal take on it is that there are two separate types of effect which the phaser can be dialled to: The "disrupt" effects, which do not inflict physical damage (or only small amounts as a side effect), but would work through Affliction effects, and straight energy transfer (which would just use straight damage). The latter is more commonly used by disruptors, which rarely seem to have a stun setting, but phasers can be turned to this setting, more commonly for a special use, rather than combat (the blowtorch use as Captain Joy described). Quote:
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10-29-2014, 11:19 AM | #38 | |
Join Date: Jul 2012
Location: A crappy state called Illinois
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Re: GURPS Star Trek (DS9 era)
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But I think that when it comes to stating these kinds of things it's more important to base the stats on the devices intended effect and not how its special effects are portrayed (in that lies the maddness of stardestroyer.net and muti-gigaton turbo laser output heh) since at the end of the day we need to keep in mind that Star Trek is for the most part a tv series and most of the time these inconsistencies are less them being lazy or not caring but rather the reality that they have only so much money and even more importantly not a lot of time to pump these FX out so most of the time they need to focus more on what is needed for a given scene to work and less about overall continuity (in fact it's really amazing that they were even able to pull off how good the effects were on those shows half the time, especially for the respective eras each show was filmed in) In fact I remember reading an interview with one of the producers where they lemented that they can't ever get a phaser fire fight right because to do so would mean they would have to wreck whatever set they filmed it on and they just can't afford to go that far.
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10-29-2014, 12:27 PM | #39 |
Join Date: Aug 2004
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Re: GURPS Star Trek (DS9 era)
Note that 5.5 lbs is heavier than a Desert Eagle, and 13 lbs is most of the way to a light machine gun. Granted the props really are made of plastic, but you never get the impression that phasers are all that heavy (and the little garage door opener ones should be very light in deed). Might I recommend 2 lbs with ammo loaded for the pistol and 5 lbs with ammo for the rifle?
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10-29-2014, 03:28 PM | #40 |
Join Date: Sep 2007
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Re: GURPS Star Trek (DS9 era)
Indeed, the "real" things might also be made out of plastic. The military has a long history of trying to make things lighter for soldiers (so that they can load them up with even more stuff). A plastic shell around some electronics might very well mean the little Type I phasers pretty much are garage door openers, if a lot tougher thanks to futuretech materials. The power cell might be the only massive part, and that depends on Trek-tech power density. The weapons probably are lighter than their modern counterparts.
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