01-06-2015, 09:27 PM | #1 | |
Join Date: Jul 2005
Location: Jeffersonville, Ind.
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[Spaceships] Elite: Dangerous
I've been playing Elite: Dangerous more or less exclusively since it came out about two weeks ago. Naturally this got me thinking about the games in high school inspired by the 8-bit original and how I'd manage them today. So using Eric Smith's spreadsheet I whipped up a few to show off.
Let me note that these have loadouts how I play them in these video game which may not be how everyone loads them out. I've also taken a few liberties based on making these more useful in a GURPS game. Most ships that aren't "fighters" and especially ones with multiple crew have cabins. They're also designed with the assumption that they'll rarely leave orbit, and if they do it'll be flying into orbit rather than as a brute-force rocket, so might not have the best acceleration. The STL drives include the Ram-Rocket feature. I use a Subwarp FTL drive to simulate using the Frameshift Drive to travel in-system and a Fusion Torch for their standard thrusters. Fusion or Super Fusion Reactors for power. Since there's few analogs for the Elite specialty systems like Warrant Scanner, Interdiction Module, etc. they're assumed to be computer programs, an extension of upgraded sensor suites or simply left out. COBRA MK. III Code:
TL Spacecraft dST/dHP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost 11^ Cobra Mk. III 30 +0/4 12 1G/c/45 mps 100 40.2 [1] +6 2ASV [2] 2 [3] — $27.88M Power Points: +2 / -3 Space Performance #1: sAccel: 1G/45 mps Space Performance #2: sAccel: 500Gs FTL Rating: FTL-1 Air Performance: aAccel: 1G (22 mph/s) aSpeed: 2,500 mph (0.69 mps) Hnd/SR: +0/4 SHIP SYSTEMS Code:
FRONT [1] Armor - Light Alloy dDR 2 [2] Control Room Comp: C8 / Comm/Sensor: 6 / 2 Stations [3] Habitat 1 Cabin / Normal Life Support [4!] Weapon Battery - Medium 3 Hidden Weapon Mounts [5-6, Core] Cargo Hold 15 Tons / SM+2 Bay Doors Code:
CENTER [1] Armor - Light Alloy dDR 2 [2-6] Cargo Hold 25 Tons / SM+2 Bay Doors Code:
REAR [1] Armor - Light Alloy dDR 2 [2!] Stardrive - Hyperdrive FTL-1 / 500Gs / Subwarp Reactionless [5,9] [3!] Force Screen - Light dDR 30 [3] [4] Fuel Tank 5 Tons of Hydrogen [5-6] Reaction Engine - Fusion Torch 1G / 45 mps / 2.05 hr Fuel [4,5,7,8] [Core‡] Power Plant - Fusion Reactor 2 Power Points / 600 yr Fuel [6] SHIP OPTIONS: Streamlined [1] Load includes: 0.2*tons of Crew & Passengers, 40*tons of Cargo Hold [2] Crew Requirement: 2 Control Stations, 2 Gunners [3] Plus dDR 30 Force Screen [4] Ram-Rocket FUEL USED: [5] Hydrogen (5 tons), [6] Hydrogen/Helium Isotopes PERFORMANCE PROFILES: [7] Air Profile #1, [8] Space Profile #1, [9] Space Profile #2 HABITATS Code:
Qty. Location Type SM Notes 1 Front [3] Cabin +0 2 person Code:
Range Scale: Basic Combat Ranges Turn Length: 20-sec Qty. Mount Weapon Options Options Size Damage sAcc Rcl. RoF Shots MPS Accel SM Range 2 Front [4] - Medium UV Laser 10 MJ 4d(2) burn +2 (+0) [2] 1 4 [3,4] S/L 1 Front [4] - Medium Missile Launcher 20 cm 6dx5(2) cr +5 [2] 1 1 7 10 5G -1 X
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The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
Last edited by panton41; 01-06-2015 at 09:36 PM. |
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01-06-2015, 10:43 PM | #2 |
Join Date: Jul 2008
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Re: [Spaceships] Elite: Dangerous
Nit picking: Missiles don't get an acc bonus for being fixed mounts.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
01-06-2015, 11:56 PM | #3 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Spaceships] Elite: Dangerous
Got a page reference?
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01-07-2015, 02:45 AM | #4 | ||
Join Date: Jul 2005
Location: Jeffersonville, Ind.
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Re: [Spaceships] Elite: Dangerous
Quote:
But looking at Spaceships 1 I can't see anything saying missiles don't receive a bonus. P. 26 states fixed mounts gets a +2 bonus. Further down the page the listing for Launchers doesn't contradict that and refers to p. 29. P. 29 Merely lists the different types of missile launchers. Ballistic Attacks (pp 59-60) doesn't contradict p. 26 nor does the weapon listings on p68 which further states that certain types of missiles receive an additional sAcc bonus (which isn't applied here).
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The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
Last edited by panton41; 01-07-2015 at 03:00 AM. |
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01-11-2015, 10:19 AM | #5 |
Join Date: May 2009
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Re: [Spaceships] Elite: Dangerous
Would the subwarp option really be necessary for a frameshift drive? Even in small in system jumps you really can't do anything except travel and maybe interdict another ship in frameshift. Subwarp implies that the ship is still flying at STL speeds and can use weapons, etc... Other than that it seems spot on.
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